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Game vs. Story
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<blockquote data-quote="Greg K" data-source="post: 3387850" data-attributes="member: 5038"><p>I am really not sure where I fit into this. </p><p></p><p>1. The game element is important for resolving actions</p><p></p><p>2. Verisimilitude of the setting is more important to me than </p><p>a)an individual player's desire to either play some cool race, class, pc or utilize some other mechanical element that I have predetermined does not exist in the particular setting; </p><p>b) handwaving either training (i.e., allowing it behind the scenes as per the default assumption) or prc requirements;</p><p>c) ignoring in-game events in favor of the default multiclassing rules.</p><p></p><p>3. Roleplaying is important. </p><p></p><p>4. Rather than have a story with a predetermined outcome, the player's actions decide the story. I may have a metaplot and I'll provide hooks that the players may choose to have their character's ignore. Some of the hooks may be tied to the background of individual characters and may even lead to confilicting goals between characters.</p><p> Also, the character actions do have consequences. Ignore certain hooks and the choice may come back to bite the characters in the backside as NPC plans continue whether the PCs engage them or not. Piss of the wrong people and the character's make new enemies that I had not previously considered. Likewise, aid and befriend the right people and your character's will make allies.</p></blockquote><p></p>
[QUOTE="Greg K, post: 3387850, member: 5038"] I am really not sure where I fit into this. 1. The game element is important for resolving actions 2. Verisimilitude of the setting is more important to me than a)an individual player's desire to either play some cool race, class, pc or utilize some other mechanical element that I have predetermined does not exist in the particular setting; b) handwaving either training (i.e., allowing it behind the scenes as per the default assumption) or prc requirements; c) ignoring in-game events in favor of the default multiclassing rules. 3. Roleplaying is important. 4. Rather than have a story with a predetermined outcome, the player's actions decide the story. I may have a metaplot and I'll provide hooks that the players may choose to have their character's ignore. Some of the hooks may be tied to the background of individual characters and may even lead to confilicting goals between characters. Also, the character actions do have consequences. Ignore certain hooks and the choice may come back to bite the characters in the backside as NPC plans continue whether the PCs engage them or not. Piss of the wrong people and the character's make new enemies that I had not previously considered. Likewise, aid and befriend the right people and your character's will make allies. [/QUOTE]
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