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NeoTrad/OC Play, & the treatment of friendly NPCs (++)
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<blockquote data-quote="Thomas Shey" data-source="post: 9499246" data-attributes="member: 7026617"><p>This has got me thinking about superhero games again.</p><p></p><p>Superhero games are very prone to letting players define an awful lot of character-penumbra setting elements. They also assume you resist the urge to disturb those elements more than necessary without a sign-off from players.</p><p></p><p>But then there's other elements. When an NPC villain ends up flirting with a PC, how that plays out in the long run is not necessarily in a way that will suit the player. In addition a lot of things are intrinsically conflicting in what different players might want out of a situation, because there are a lot of moving parts, and some of them can end up interacting in ways that are going to potentially not be dead-on for a given player to make sense collectively.</p><p></p><p>(I note here the comment that Thefutilist mentioned earlier about the world not mattering to OC oriented people, but I'm not sure that's entirely true with anyone in a superhero setting; often what they want is their character to serve a particular type of position in those worlds, and that requires the world reaching a steady-state at some point that isn't entirely flexing to them).</p><p></p><p>It got me thinking about my days back playing in an X-Men themed MUX. This was what was known as a "consent based" MUX. By this they mean that you are not allowed to narrate (since the game had some defined character traits in character write-up, but no real mechanics) something that directly effects another character (there were some exceptions to this but they required direct intervention by an administrator, and usually required a situation where a player has actively incited another player to actions that should be possible within that other player's character definition and that the first player's definitions would be very unlikely to allow them to avoid (I realize that's probably a little hard to follow, but as an example, someone is playing what was called an NFC (Non-Feature Character, i.e. an original character created by the player and probably of modest to moderate power) and, well, picks a fight with, say, Apocalypse (an FC (Feature Character, aka a character who actually comes from the original source). Apocalypse is unlikely to let something like that pass, and even being charitable, will almost certainly beat the NFCs behind, whether that player wants it to happen or not).</p><p></p><p>In the MUX, the vast majority of characters you'll actually interact with on-screen will be PCs. There will be some exceptions to this, but its overwhelmingly common. So to what extent do the borders imposed by rubbing up against other PCs make this situation impossible to play in OC fashion?</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9499246, member: 7026617"] This has got me thinking about superhero games again. Superhero games are very prone to letting players define an awful lot of character-penumbra setting elements. They also assume you resist the urge to disturb those elements more than necessary without a sign-off from players. But then there's other elements. When an NPC villain ends up flirting with a PC, how that plays out in the long run is not necessarily in a way that will suit the player. In addition a lot of things are intrinsically conflicting in what different players might want out of a situation, because there are a lot of moving parts, and some of them can end up interacting in ways that are going to potentially not be dead-on for a given player to make sense collectively. (I note here the comment that Thefutilist mentioned earlier about the world not mattering to OC oriented people, but I'm not sure that's entirely true with anyone in a superhero setting; often what they want is their character to serve a particular type of position in those worlds, and that requires the world reaching a steady-state at some point that isn't entirely flexing to them). It got me thinking about my days back playing in an X-Men themed MUX. This was what was known as a "consent based" MUX. By this they mean that you are not allowed to narrate (since the game had some defined character traits in character write-up, but no real mechanics) something that directly effects another character (there were some exceptions to this but they required direct intervention by an administrator, and usually required a situation where a player has actively incited another player to actions that should be possible within that other player's character definition and that the first player's definitions would be very unlikely to allow them to avoid (I realize that's probably a little hard to follow, but as an example, someone is playing what was called an NFC (Non-Feature Character, i.e. an original character created by the player and probably of modest to moderate power) and, well, picks a fight with, say, Apocalypse (an FC (Feature Character, aka a character who actually comes from the original source). Apocalypse is unlikely to let something like that pass, and even being charitable, will almost certainly beat the NFCs behind, whether that player wants it to happen or not). In the MUX, the vast majority of characters you'll actually interact with on-screen will be PCs. There will be some exceptions to this, but its overwhelmingly common. So to what extent do the borders imposed by rubbing up against other PCs make this situation impossible to play in OC fashion? [/QUOTE]
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