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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="Celebrim" data-source="post: 3404932" data-attributes="member: 4937"><p>Since that time, I don't allow players to create characters without a little more restriction on the sort of characters that they play. Prior to that time, I niavely assumed that if I allowed experienced role-players the freedom to create any sort of character that intriguied them, I'd naturally get more creative and interesting PC's. They were creative, but they weren't necessarily more interesting because of it.</p><p></p><p></p><p></p><p>I had explained to them what the campaign was to be about. What I discovered on that occassion was this wasn't in itself enough input to create protagonists that would move through the story. I also needed some prior consensus about what the protagonists in the story would be about. Leaving it up to the players, I ended up with what were realistic and interesting NPC's - not protagonists.</p><p></p><p></p><p></p><p>I'm not sure either. It would be very helpful if someone arguing from Will's perspective concretely defined what was being suggested. I took it to mean that an RPG should be even more 'player driven' and less unscripted than what I would consider the 'norm' for most campaigns. I think if it only means, "The DM shouldn't railroad the players.", then its neither an interesting nor particularly informative suggestion. I thought we already knew that. If it means something more than that - which it seems to - I don't see how in practice it would actually work.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3404932, member: 4937"] Since that time, I don't allow players to create characters without a little more restriction on the sort of characters that they play. Prior to that time, I niavely assumed that if I allowed experienced role-players the freedom to create any sort of character that intriguied them, I'd naturally get more creative and interesting PC's. They were creative, but they weren't necessarily more interesting because of it. I had explained to them what the campaign was to be about. What I discovered on that occassion was this wasn't in itself enough input to create protagonists that would move through the story. I also needed some prior consensus about what the protagonists in the story would be about. Leaving it up to the players, I ended up with what were realistic and interesting NPC's - not protagonists. I'm not sure either. It would be very helpful if someone arguing from Will's perspective concretely defined what was being suggested. I took it to mean that an RPG should be even more 'player driven' and less unscripted than what I would consider the 'norm' for most campaigns. I think if it only means, "The DM shouldn't railroad the players.", then its neither an interesting nor particularly informative suggestion. I thought we already knew that. If it means something more than that - which it seems to - I don't see how in practice it would actually work. [/QUOTE]
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[Game Design] Will Wright on Story and Game
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