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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3401689" data-attributes="member: 22882"><p>Emphasis mine.</p><p></p><p>Why isn't your character invested in the plot? First off, most epic plots are rather hard not to have a stake in: unless you're a high-level caster, 'save the world' pretty much includes 'save yourself.' But more importantly, why would you go into a campaign with a character who WOULDN'T get invested in its core story? To me, that's the exact same problem as playing the brooding loner who always wants to have solo adventures or the CN halfling rogue who "plays his alignment" by killing and robbing everything he meets, probably including other PCs. By choosing a character who won't get invested in the plot, you're playing an anti-party or at least anti-fun PC.</p><p></p><p>I like there to be <strong>an established epic plot</strong> (or as epic as the game's going to get, which in fantasy supers ought to be pretty darn epic if the campaign's going to run to higher levels) to use as a jumping-off point in character creation. At the very least, I want thematic guidance from the GM.</p><p></p><p>If the GM says "this is a campaign focused on urban espionage in a city ruled by wizards" then I'll make a character who would either have a reason to want to get involved in that, or, perhaps more likely, a reason circumstances would logically force him to get involved (since I find the latter more compelling).</p><p></p><p>If the GM says "this is a high fantasy campaign where the PCs will have to defeat the epic evil and/or save the world," I'll create a character either intending to get involved or thrown into that maelstrom.</p><p></p><p>If the GM says "this is a campaign focused on challenging dungeon crawls," I'll make whatever I want and play old skool tournament module style. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>If the GM can't/won't tell me what the core story of his campaign is, I'm probably going to find a different game.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3401689, member: 22882"] Emphasis mine. Why isn't your character invested in the plot? First off, most epic plots are rather hard not to have a stake in: unless you're a high-level caster, 'save the world' pretty much includes 'save yourself.' But more importantly, why would you go into a campaign with a character who WOULDN'T get invested in its core story? To me, that's the exact same problem as playing the brooding loner who always wants to have solo adventures or the CN halfling rogue who "plays his alignment" by killing and robbing everything he meets, probably including other PCs. By choosing a character who won't get invested in the plot, you're playing an anti-party or at least anti-fun PC. I like there to be [B]an established epic plot[/B] (or as epic as the game's going to get, which in fantasy supers ought to be pretty darn epic if the campaign's going to run to higher levels) to use as a jumping-off point in character creation. At the very least, I want thematic guidance from the GM. If the GM says "this is a campaign focused on urban espionage in a city ruled by wizards" then I'll make a character who would either have a reason to want to get involved in that, or, perhaps more likely, a reason circumstances would logically force him to get involved (since I find the latter more compelling). If the GM says "this is a high fantasy campaign where the PCs will have to defeat the epic evil and/or save the world," I'll create a character either intending to get involved or thrown into that maelstrom. If the GM says "this is a campaign focused on challenging dungeon crawls," I'll make whatever I want and play old skool tournament module style. :D If the GM can't/won't tell me what the core story of his campaign is, I'm probably going to find a different game. [/QUOTE]
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