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General Tabletop Discussion
*TTRPGs General
Mechanics that support what you want as a Player to feel like you matter
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<blockquote data-quote="pemerton" data-source="post: 9216647" data-attributes="member: 42582"><p>Both as player and GM I enjoy RPGs where the players bring the focus of play. This can be formal - eg Beliefs in Burning Wheel and Torchbearer - or more informal, but the GM will be presenting situations that overtly speak to those player-authored PC concerns/goals/aspirations. And so players will be impacting the game, and exercising their agency, from the get-go.</p><p></p><p>The way the PC evolves should also be related to the game, again either formally or informally. Eg in Torchbearer the players gain friends, allies and mentors, and they create enemies, and these statuses feed into the rules in various ways (eg friends put you up during downtime, allies are easier to find and get information from when you need it) as well as figuring in the random events tables <em>and</em> providing material for the GM to build on in presenting situations.</p><p></p><p>Another example: both my active Burning Wheel PCs have received infamous reputations as a direct consequence of their actions, which feed directly into subsequent action resolution where those reputations are salient.</p><p></p><p>In the Prince Valiant game that I GM, the players have had their PCs establish a warband, enter into advantageous marriages (one was, rather, browbeaten into a marriage they would have preferred not to enter into), set out to build their reputations, influence and power, etc.</p><p></p><p>To me, more important than player-side mechanics is the GM-side approach to the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9216647, member: 42582"] Both as player and GM I enjoy RPGs where the players bring the focus of play. This can be formal - eg Beliefs in Burning Wheel and Torchbearer - or more informal, but the GM will be presenting situations that overtly speak to those player-authored PC concerns/goals/aspirations. And so players will be impacting the game, and exercising their agency, from the get-go. The way the PC evolves should also be related to the game, again either formally or informally. Eg in Torchbearer the players gain friends, allies and mentors, and they create enemies, and these statuses feed into the rules in various ways (eg friends put you up during downtime, allies are easier to find and get information from when you need it) as well as figuring in the random events tables [I]and[/I] providing material for the GM to build on in presenting situations. Another example: both my active Burning Wheel PCs have received infamous reputations as a direct consequence of their actions, which feed directly into subsequent action resolution where those reputations are salient. In the Prince Valiant game that I GM, the players have had their PCs establish a warband, enter into advantageous marriages (one was, rather, browbeaten into a marriage they would have preferred not to enter into), set out to build their reputations, influence and power, etc. To me, more important than player-side mechanics is the GM-side approach to the game. [/QUOTE]
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