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NeoTrad/OC Play, & the treatment of friendly NPCs (++)
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<blockquote data-quote="thefutilist" data-source="post: 9499321" data-attributes="member: 7044566"><p>I want to walk back some of what I said earlier and talk about an imaginary example instead (well an example kind of based on some of my OC play)</p><p></p><p>We're playing a trad type game, say Savage Worlds. There's Flashback, Shadow Song and the GM.</p><p></p><p>It's a superhero game and Flashback and Shadow song decide they're estranged brothers but they've working together because The Apocalypse Conundrum has arrived. It's a big boss type bad guy thing.</p><p></p><p>The players of Flashback and Shadow Song know, without having to communicate it. How this will go. Their characters will argue and fight and take different paths and The Apocalypse Conundrum will rain down ruin. At some point, defeated, broken and exhausted. The brothers will have a tender moment. A small thing that escalates into actually healing their rift. They'll fight with the bad guys some more and defeat the Apocalypse Conundrum and be fully reunited in the course of doing so.</p><p></p><p>So that's three people fully onboard with each other, mutually creating a story by knowing how it should go. And if you ask the players, they'll swear they were just playing their characters, immersion fully intact and all of that.</p><p></p><p>That type of play is at one end of the vibes spectrum. Fully aligned.</p><p></p><p>At the other end. There's loads of hard lines that stop us treading on each others toes. Why do we need the lines? because we're not aligned. In the worse case scenario we're trying to play but it's borderline impossible because everything is walled off. Everyone is overly precious about the other person ruining their character conception. Resolution mechanics are a form of frustration and disgruntlement. Play is characterised by a lot of vying for power and authority over things.</p><p></p><p>So what's my point. A lot of OC discontentment is caused by playing with people that you don't really want to play with. They don't 'get it' and instead of finding people who do, barriers are created to stop other people messing with your stuff. But functional tabletop roleplay is all about people messing with your stuff.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9499321, member: 7044566"] I want to walk back some of what I said earlier and talk about an imaginary example instead (well an example kind of based on some of my OC play) We're playing a trad type game, say Savage Worlds. There's Flashback, Shadow Song and the GM. It's a superhero game and Flashback and Shadow song decide they're estranged brothers but they've working together because The Apocalypse Conundrum has arrived. It's a big boss type bad guy thing. The players of Flashback and Shadow Song know, without having to communicate it. How this will go. Their characters will argue and fight and take different paths and The Apocalypse Conundrum will rain down ruin. At some point, defeated, broken and exhausted. The brothers will have a tender moment. A small thing that escalates into actually healing their rift. They'll fight with the bad guys some more and defeat the Apocalypse Conundrum and be fully reunited in the course of doing so. So that's three people fully onboard with each other, mutually creating a story by knowing how it should go. And if you ask the players, they'll swear they were just playing their characters, immersion fully intact and all of that. That type of play is at one end of the vibes spectrum. Fully aligned. At the other end. There's loads of hard lines that stop us treading on each others toes. Why do we need the lines? because we're not aligned. In the worse case scenario we're trying to play but it's borderline impossible because everything is walled off. Everyone is overly precious about the other person ruining their character conception. Resolution mechanics are a form of frustration and disgruntlement. Play is characterised by a lot of vying for power and authority over things. So what's my point. A lot of OC discontentment is caused by playing with people that you don't really want to play with. They don't 'get it' and instead of finding people who do, barriers are created to stop other people messing with your stuff. But functional tabletop roleplay is all about people messing with your stuff. [/QUOTE]
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