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Lore Isn't Important
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<blockquote data-quote="clearstream" data-source="post: 8846905" data-attributes="member: 71699"><p>I am more on the side of flexibility with lore, and that probably works best for most groups, but I wouldn't denigrate folk who love a specific lore and engage in the play <em>because they want to explore a specific preexisting lore</em>. I'm thinking of something like ICE's MERP. Or Bushido or RuneQuest as I have mentioned. Perhaps an ACW group who do not want anything anachronistic in their game.</p><p></p><p>That noted, perhaps in this case the GM made a different mistake. They assumed that what had been presented on screen was all there is, and all there could be. This is more about how lore should be translated from a static-linear medium to a dynamic non-linear one. A decision to start a Star Trek RPG at the begining of Season 2 is not a decision to play out the on-screen events of the series line-for-line from there. It may be a fixed starting point, but how it unfurls from there emerges from play.</p><p></p><p>At game start then, Data is the only android in Star Fleet. Good. From there, it must be that player choices can impinge what happens next. So when a player decides to roll up an android, it becomes true that there are now two androids in Star Fleet. Just as if a player disintegrates a canonical character, the further actions of that character that were shown in subsequent on-screen episodes, can no longer be going to take place. Perhaps the GM mistake was not so much the lore, but their grasp of what is implied in playing a game in a given setting... from a given starting point?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8846905, member: 71699"] I am more on the side of flexibility with lore, and that probably works best for most groups, but I wouldn't denigrate folk who love a specific lore and engage in the play [I]because they want to explore a specific preexisting lore[/I]. I'm thinking of something like ICE's MERP. Or Bushido or RuneQuest as I have mentioned. Perhaps an ACW group who do not want anything anachronistic in their game. That noted, perhaps in this case the GM made a different mistake. They assumed that what had been presented on screen was all there is, and all there could be. This is more about how lore should be translated from a static-linear medium to a dynamic non-linear one. A decision to start a Star Trek RPG at the begining of Season 2 is not a decision to play out the on-screen events of the series line-for-line from there. It may be a fixed starting point, but how it unfurls from there emerges from play. At game start then, Data is the only android in Star Fleet. Good. From there, it must be that player choices can impinge what happens next. So when a player decides to roll up an android, it becomes true that there are now two androids in Star Fleet. Just as if a player disintegrates a canonical character, the further actions of that character that were shown in subsequent on-screen episodes, can no longer be going to take place. Perhaps the GM mistake was not so much the lore, but their grasp of what is implied in playing a game in a given setting... from a given starting point? [/QUOTE]
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