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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="SteveC" data-source="post: 9474229" data-attributes="member: 9053"><p>This is a really good point. Different games require different roleplaying approaches, don't they? You really need to meet both the GM and the game system where they expect you to be if you want to have a good time. I was just discussing Burning Wheel with a friend who had heard of it and wondered what was different. I've only played it a few times, but it really does depend on your definitions of who your character is, and proceeds to put them through a wringer. Everything you do is based on that character's beliefs (really their BITS if I'm remembering the term correctly).</p><p></p><p>And that's totally different from AD&D. Even though an adventure in Ravenloft leans into horror, it keeps that at arms length. There isn't the sense of existential dread that you get from a CoC game. At it's best, you get Gothic horror, which really is the goal, but I always associate that with things like the Hammer Films with over the top dramatic acting.</p><p></p><p>A GM sets the tone for the game, asks you engage with it, but the game does this as well (unless the GM fights against it). To have only one approach for roleplaying would be like playing as if you're in Burning Wheel with the Paranoia rules.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9474229, member: 9053"] This is a really good point. Different games require different roleplaying approaches, don't they? You really need to meet both the GM and the game system where they expect you to be if you want to have a good time. I was just discussing Burning Wheel with a friend who had heard of it and wondered what was different. I've only played it a few times, but it really does depend on your definitions of who your character is, and proceeds to put them through a wringer. Everything you do is based on that character's beliefs (really their BITS if I'm remembering the term correctly). And that's totally different from AD&D. Even though an adventure in Ravenloft leans into horror, it keeps that at arms length. There isn't the sense of existential dread that you get from a CoC game. At it's best, you get Gothic horror, which really is the goal, but I always associate that with things like the Hammer Films with over the top dramatic acting. A GM sets the tone for the game, asks you engage with it, but the game does this as well (unless the GM fights against it). To have only one approach for roleplaying would be like playing as if you're in Burning Wheel with the Paranoia rules. [/QUOTE]
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