I don't think they're critical to an enjoyable roleplaying game experience.Mallus said:So discovering, interacting with, and manipulating plot elements doesn't count as "play"?
"Any" context I think is too broad. The referee or game master creates, or at least brings to life, the setting - I think it should be left to the players as much as possible to determine what their characters do in that setting.Mallus said:What I get from your position is that you don't enjoy a gaming experience that has any context other than the one created by the players? Is that right?
Oh, I don't mean to bag on Umbran - I mean to bag on all of you storyteller-types.ForceUser said:Then why bag on Umbran?![]()
Pass. My players and I got tired of killing monsters and taking their stuff when we were in high school.The Shaman said:Want to play a game?
The Shaman said:In my experience adventurers will develop relationships with non-player characters. Have you ever had your players forge a friendship or a rivalry with a minor NPC in whom you didn't expect them to take an interest? That kind of organic interaction doesn't require anything more than a referee who's able to roleplay a believeable character - the players will fill in the blanks and drive the relationship.
If we're talking about a short time-horizon, I can agree with you. But start lengthening that horizon, and I think those activities become the role-playing experience.The Shaman said:I don't think they're critical to an enjoyable roleplaying game experience.
Again, I can more or less agree with this. But its seems like you're backing away from the position described by your given examples. You were talking about game events being created solely by random die rolls (in both the Traveler and AD&D examples). And now your widening that to allow for a referee 'bringing a setting to life', which I can't help by think includes a basic set of conflicts and sources of dramatic interest, ie plots."Any" context I think is too broad. The referee or game master creates, or at least brings to life, the setting - I think it should be left to the players as much as possible to determine what their characters do in that setting.
Mallus said:If we're talking about a short time-horizon, I can agree with you. But start lengthening that horizon, and I think those activities become the role-playing experience.
The Shaman said:...adventurers will develop relationships with non-player characters...forge a friendship or a rivalry with a minor NPC...organic interaction doesn't require anything more than a referee who's able to roleplay a believeable character...the non-player character as played by my friend became a trusted ally on the planet we were visiting, and we would look him up each time we hit dirt...The referee or game master creates, or at least brings to life, the setting...
Me, too - I found it's a lot safer to just steal their stuff while the monsters are busy sneaking up on a bunch of adventurers having a deep in-character discussion...ForceUser said:My players and I got tired of killing monsters and taking their stuff when we were in high school.
A lot of gamers have had Storyteller experiences that they aren't comfortable discussing publicly.Dremmen said:The Shaman is a Storyteller in the closet![]()