Psion
Adventurer
It's been obvious for a while that WotC seems to have been taking over by a "gamist monoculture".
That's an interesting observation. That would explain a lot.
It's been obvious for a while that WotC seems to have been taking over by a "gamist monoculture".
1. What types of game do you run?
2. What is the overarching goal of your game? What feel do you want and what experience should your players have?
3. Most importantly, what steps do you take to change the way the game plays, and in what way do they contribute to your goal?
The key to the quote above is "Where I know".If play in a campaign where I know the PC's will win unless our dice really hate us, no matter what we decide to do, then the campaign becomes really less interesting to play.
Oh, I've certainly met people like that. But it's possible to bring them around if they've got any interest in story-based entertainment (a reader of novels is best, but you can work with comics and movies. Someone who only watches ESPN and Friends and doesn't read a lick though is probably unreachable from this point of view). Ask them what their favorite characters have been in books they've read, what plots they liked, etc. We can usually settle down for a jam session (IRL or email) with the group as a whole and discuss some plots & places (urban vs. edge-of-the-known-world; tomb-raider vs. defender of myth dranor, etc.), figure out who will cover what bases (local knowledge expert, ranger, thief, etc.). It's very effective to say "What do you want to do?" and then just sit their quietly until they answer.Wow. It amazes me that you have such motivated players.
Every group I have ran has been sacks of unmotivation. I have to design the campaign, I have to push them in directions, I have to get the players to organize rides with eachother. I had to write their own damn powers on power cards. Forget them deciding on a GOAL or a THEME.
And this has been multiple groups.
Absolutely. Winning cannot exist without the possibility of losing.I've always had the impression that the players (and thus, the characters) are going to win. Their success is all ready pre-written. The only thing that gets in the way is the damn dice. And it's the DM's job to let them win in a way that doesn't look like it's scripted for them to win. But the way people talk here, they want a serious, justifiable chance of just utterly failure.
They followed up one of them into the hills north of town only to discover the source of the problem was a black dragon. They snuck away very, very carefully
As an aside... I always thought that RPG's were supposed to model stories. I believe this opinion is supported by the fact RPG's traditionally fail miserably at modeling real life. They do a better job w/stories.Because where simulation tries to model real life, narrativist play tries to model stories.
I suddenly have the urge to a d20 Modern campaign based on Raymond Carver stories... hopefully it will pass.And real life generally doesn't make for good stories.
Irda Ranger said:"Nothing we can do. We're gonna go look into those goblin raids on the other side of town." The world is not a set of encounters scripted for their benefit.
The inverse is that without a chance to win, they must lose. And there was absolutely no way to win that situation. It's just "Here's something you can't possibly overcome. Deal with it."Winning cannot exist without the possibility of losing.
Oh god.And real life generally doesn't make for good stories.
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In an RPG no one can say "you're playing your character wrong". It's one of the biggest faux pas in gaming. That's because you're playing the role. Role-playing is an educational game. If you were to role-play climbing Mt. Everest with your friends you would keep track of rations, equipment, hire Sherpas, plan your ascent track, deal with weather problems, and much more. A good role-playing scenario taken from real life like this could research just about any kind of element that happens when climbers attempt Mt. Everest in actuality. When you role-play it, it's a hypothetical, but you are still the one making the decisions, suffering the consequences, and, more important than anything else, are the one who actually achieves the success. I'll repeat that: role-play is where your accomplishments are real. That's because when you role-play, you are not the character you play. Even if his name is George Burns.
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