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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: 9359925" data-attributes="member: 7044099"><p>Given that this is a + thread, I'd hope there weren't a lot of "pitfalls ... being emphasized" from people who aren't generally fans of the play style!</p><p></p><p>To your point here, as I've posted multiple times I think you need to separate "neotrad" from "OC." The former in my personal experience does absolutely lend itself to risks of the player feeling like they're the main character - especially if not all of the group is as invested or inhabiting their character. Since many groups tend towards having a bit of a default leader in social scenes or what have you, a strong OC player can get to take up a lot of spotlight time, for better or for worse. I know as a GM with two players who tend heavily towards OC play (again, commissioning artwork of their characters/writing fic in at least one case) I've had to gently work with them to ensure they don't overrun other PCs. However, that problem is hardly unique to neotrad, so I don't see it as a unique risk or pitfall there!</p><p></p><p>To the larger question of character disabling or switching or whatever. You can see in the new systems designed specifically to facilitate the style of character focused narrative play that defines Neotrad as I think we're using the term here that the mechanics are simply not there to do so. Something like <em>Fabula Ultima</em> prohibits the GM from killing a PC, has closed scene resolution for many status effects - and those that persist have the very simple effect of reducing your attribute die by one size (so elegant!). You're worse at doing a thing, but never out of the action. The very worst case is that your character winds up separated and you have a new challenge/scene to face and overcome.</p><p></p><p>The more I've read the rules of these new systems and thought about the play style, I'd go so far as to assert that in my opinion neotrad at its core is this: "a play style wherein the goal of play is to find out how the player characters will overcome the obstacles in their way and succeed in their goals, and how they will change and deal with setbacks along the journey." I think that's pretty cool, and am really excited about GMing more of that sort of story in systems like FU or Daggerheart that give the GMs and players the tools to really lean hard into that.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9359925, member: 7044099"] Given that this is a + thread, I'd hope there weren't a lot of "pitfalls ... being emphasized" from people who aren't generally fans of the play style! To your point here, as I've posted multiple times I think you need to separate "neotrad" from "OC." The former in my personal experience does absolutely lend itself to risks of the player feeling like they're the main character - especially if not all of the group is as invested or inhabiting their character. Since many groups tend towards having a bit of a default leader in social scenes or what have you, a strong OC player can get to take up a lot of spotlight time, for better or for worse. I know as a GM with two players who tend heavily towards OC play (again, commissioning artwork of their characters/writing fic in at least one case) I've had to gently work with them to ensure they don't overrun other PCs. However, that problem is hardly unique to neotrad, so I don't see it as a unique risk or pitfall there! To the larger question of character disabling or switching or whatever. You can see in the new systems designed specifically to facilitate the style of character focused narrative play that defines Neotrad as I think we're using the term here that the mechanics are simply not there to do so. Something like [I]Fabula Ultima[/I] prohibits the GM from killing a PC, has closed scene resolution for many status effects - and those that persist have the very simple effect of reducing your attribute die by one size (so elegant!). You're worse at doing a thing, but never out of the action. The very worst case is that your character winds up separated and you have a new challenge/scene to face and overcome. The more I've read the rules of these new systems and thought about the play style, I'd go so far as to assert that in my opinion neotrad at its core is this: "a play style wherein the goal of play is to find out how the player characters will overcome the obstacles in their way and succeed in their goals, and how they will change and deal with setbacks along the journey." I think that's pretty cool, and am really excited about GMing more of that sort of story in systems like FU or Daggerheart that give the GMs and players the tools to really lean hard into that. [/QUOTE]
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