Wombat
First Post
I dunno; this is kind of a split decision.
No one I regularly gamed with ever got into the Six Million Dollar Me notion of playing themselves in an alternate reality. We are more the Heroic Epic line (albeit with "Heroic" and "Epic" both in quote at different times for different reasons). The gang wants bigger stories than Real Life (tm) and they want fast and furious action (when it comes to that). They also want humour, one-liners, and the like. I guess you could call that all pretty cinematic.
On the other hand, the players DO want a lot of character background, a lot of world background, and a lot of motivation. They don't want to feel railroaded into anything; barring the first adventure or two of a campaign, they want to feel that there are serious reasons why their characters would be involved in any given quest or adventure. Thus we do a lot of deep character work, including whole sessions with no dice rolling, no combat, and a lot of character & NPC interaction. Character deaths, conversely, are expected and accepted (they certainly don't happen ever session, but everyone in the group has lost at least one character, and some are pretty much known for having The Grim in their dice), usually with great death scenes, pathos, and soul-searching after the fact.
Then again, none of them wants to know why orcs are evil -- they just is.
So I'd say we fit more in Column A (alternate reality) than Column B (heroic tale), but I'm not sure by how much.
The main thing my players demand, however, above all else, is that the story dictates the sessions, not the mechanics of the system. If the mechanics would cause something to happen that does not make sense in the game world, the mechanics get chucked.
No one I regularly gamed with ever got into the Six Million Dollar Me notion of playing themselves in an alternate reality. We are more the Heroic Epic line (albeit with "Heroic" and "Epic" both in quote at different times for different reasons). The gang wants bigger stories than Real Life (tm) and they want fast and furious action (when it comes to that). They also want humour, one-liners, and the like. I guess you could call that all pretty cinematic.
On the other hand, the players DO want a lot of character background, a lot of world background, and a lot of motivation. They don't want to feel railroaded into anything; barring the first adventure or two of a campaign, they want to feel that there are serious reasons why their characters would be involved in any given quest or adventure. Thus we do a lot of deep character work, including whole sessions with no dice rolling, no combat, and a lot of character & NPC interaction. Character deaths, conversely, are expected and accepted (they certainly don't happen ever session, but everyone in the group has lost at least one character, and some are pretty much known for having The Grim in their dice), usually with great death scenes, pathos, and soul-searching after the fact.
Then again, none of them wants to know why orcs are evil -- they just is.
So I'd say we fit more in Column A (alternate reality) than Column B (heroic tale), but I'm not sure by how much.
The main thing my players demand, however, above all else, is that the story dictates the sessions, not the mechanics of the system. If the mechanics would cause something to happen that does not make sense in the game world, the mechanics get chucked.