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Help me understand & find the fun in OC/neo-trad play...
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<blockquote data-quote="zakael19" data-source="post: 9359039" data-attributes="member: 7044099"><p>What are you even here for? Neotrad games just don't do that level of character de-protagonizing without working it out beforehand. Newer systems built specifically to accommodate this style of gameplay in-rules either don't provide that sort of option, or specifically tell the GM they need player permission. Again, look at the death systems in Fabula Ultima + Daggerheart - both <em>require player permission</em> for true death to happen (although in the former at least, there's no coming back - you go out in a narrative + mechanical blaze of glory and your soul rejoins the lifestream).</p><p></p><p>Instead of taking the player's ability to play their character away, narrative setback happens - a favored NPC dies, the villain's plans move forward, their home village is razed, etc - something that the GM has telegraphed as a potential badness. When the goal of the game is to find out how the heroes are going to win (I think this is a pretty default assumption of neotrad too?), narrative setbacks add richness and further play.</p><p></p><p>So, anyway, what has all your posting here to do with what people like or find fun about Neotrad? You just seem to be telling us that we don't do things and trad is better?</p></blockquote><p></p>
[QUOTE="zakael19, post: 9359039, member: 7044099"] What are you even here for? Neotrad games just don't do that level of character de-protagonizing without working it out beforehand. Newer systems built specifically to accommodate this style of gameplay in-rules either don't provide that sort of option, or specifically tell the GM they need player permission. Again, look at the death systems in Fabula Ultima + Daggerheart - both [I]require player permission[/I] for true death to happen (although in the former at least, there's no coming back - you go out in a narrative + mechanical blaze of glory and your soul rejoins the lifestream). Instead of taking the player's ability to play their character away, narrative setback happens - a favored NPC dies, the villain's plans move forward, their home village is razed, etc - something that the GM has telegraphed as a potential badness. When the goal of the game is to find out how the heroes are going to win (I think this is a pretty default assumption of neotrad too?), narrative setbacks add richness and further play. So, anyway, what has all your posting here to do with what people like or find fun about Neotrad? You just seem to be telling us that we don't do things and trad is better? [/QUOTE]
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