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<blockquote data-quote="barsoomcore" data-source="post: 2456004" data-attributes="member: 812"><p>Irrelevant to the point I was making. True enough, but irrelevant.</p><p></p><p>I am trying to point out that when fusangite says, "It's important that players understand things about the nature of the world they're playing in," the response, "Yeah, they should invent family members to act as plot hooks," is missing the point.</p><p></p><p>The point is that a particular setting may be designed to operate within certain behavioural patterns. A game may be intended to develop stories of a particular genre or style. When players and DMs cannot reach some mutual common ground on what sort of behaviour is appropriate for characters, or what sort of story is being generated (or "excreted") by the game, frustration is a likely outcome of the gaming session.</p><p></p><p>So the question is how do DMs and players communicate their intentions vis-a-vis game and setting style, and how do the Stances developed by Sweeney Todd allow (or hinder) that sort of communication?</p><p></p><p>As opposed to "What are some methods of generating plot hooks?" That's a question for a different thread.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2456004, member: 812"] Irrelevant to the point I was making. True enough, but irrelevant. I am trying to point out that when fusangite says, "It's important that players understand things about the nature of the world they're playing in," the response, "Yeah, they should invent family members to act as plot hooks," is missing the point. The point is that a particular setting may be designed to operate within certain behavioural patterns. A game may be intended to develop stories of a particular genre or style. When players and DMs cannot reach some mutual common ground on what sort of behaviour is appropriate for characters, or what sort of story is being generated (or "excreted") by the game, frustration is a likely outcome of the gaming session. So the question is how do DMs and players communicate their intentions vis-a-vis game and setting style, and how do the Stances developed by Sweeney Todd allow (or hinder) that sort of communication? As opposed to "What are some methods of generating plot hooks?" That's a question for a different thread. [/QUOTE]
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