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General Tabletop Discussion
*TTRPGs General
NeoTrad/OC Play, & the treatment of friendly NPCs (++)
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<blockquote data-quote="zakael19" data-source="post: 9499507" data-attributes="member: 7044099"><p>Yeah, I think OC is primarily what you said: neotrad with an extra emphasis on giving the players space to act in character and experience the world/each other through that sort of immersed lens. Neotrad in that backstories are woven into the game, trad in that there's almost certainly a GM authored plot / set of story beats the players created their characters to experience. When I've run 5e for players like this, I've found you need to be in the mindset of spending a lot of time listening to people do back and forth chatting that doesn't materially move gameplay forward - and ideally have multiple players who enjoy that and can run scenes together. Otherwise it winds up being a lot of "look to GM to chat with" which I found exhausting (some GMs really like that though!).</p><p></p><p>I'm running into this as an issue in a TOV game I started off to see if I could get a somewhat vanilla narrativist experience going in a 5e derivative. Players have their backstories, but keep looking to me to define stuff about what they said was important to them. THey also keep saying at end of session that they want more space to roleplay - because to them that's not "having our instinct/character challenged" but instead "talking about things." One really revealing moment to me was when the paladin was like "Ok, welp, the bandits are evil time to chop of their heads" and the monk argued a bit (shouldn't we deliver them to a lawful authority? isnt it against being a paladin to kill defenseless prisoners?), but then just kinda shrugged and gave up when I was like "well do you want to do soemthing mechanical to convince her?"</p><p></p><p>Just saying what they felt was appropriate for their character, but with no expectation of materially affecting things.</p><p></p><p>In like the 1st scene of a new game of Dungeon World (hacked via Homebrew World), one PC immediately Interfered with another PC's actions because it was important and the roll fundementally changed the entire way the scene went and adjusted conditions forward.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9499507, member: 7044099"] Yeah, I think OC is primarily what you said: neotrad with an extra emphasis on giving the players space to act in character and experience the world/each other through that sort of immersed lens. Neotrad in that backstories are woven into the game, trad in that there's almost certainly a GM authored plot / set of story beats the players created their characters to experience. When I've run 5e for players like this, I've found you need to be in the mindset of spending a lot of time listening to people do back and forth chatting that doesn't materially move gameplay forward - and ideally have multiple players who enjoy that and can run scenes together. Otherwise it winds up being a lot of "look to GM to chat with" which I found exhausting (some GMs really like that though!). I'm running into this as an issue in a TOV game I started off to see if I could get a somewhat vanilla narrativist experience going in a 5e derivative. Players have their backstories, but keep looking to me to define stuff about what they said was important to them. THey also keep saying at end of session that they want more space to roleplay - because to them that's not "having our instinct/character challenged" but instead "talking about things." One really revealing moment to me was when the paladin was like "Ok, welp, the bandits are evil time to chop of their heads" and the monk argued a bit (shouldn't we deliver them to a lawful authority? isnt it against being a paladin to kill defenseless prisoners?), but then just kinda shrugged and gave up when I was like "well do you want to do soemthing mechanical to convince her?" Just saying what they felt was appropriate for their character, but with no expectation of materially affecting things. In like the 1st scene of a new game of Dungeon World (hacked via Homebrew World), one PC immediately Interfered with another PC's actions because it was important and the roll fundementally changed the entire way the scene went and adjusted conditions forward. [/QUOTE]
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