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NPC Deception/Persuasion and player agency
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9562432" data-attributes="member: 82106"><p>I would roughly put games into a couple of bins based on player stance on character.</p><p></p><p>Classic - pawn stance play. Character is essentially unimportant. You can RP, but the PC is simply a point of view for the player. There are generally no rules related to PC behavior.</p><p></p><p>Traditional - evolution of classic play. Usually a result of, or reactions to, the breakdown of classic play. Typically involves things like social skills and sometimes subsystems that arbitrate PC responses. Depiction of a fixed PC concept within authored story arcs. Player often has options revolving around genre role and things like power ups. RP can range from pawn stance to being the central activity. Retains classical division of authority, players determine character related stuff, GMs handle everything else and typically generate plot/meta-plot.</p><p></p><p>Neo-trad - Characters, within a genre/premise, are the primary focus. Story arcs and plot are generated on the basis of player choices about character trajectory and primarily revolve around showcasing characters. GMs may devise story arcs, and generally manage scene description and rules interactions, but don't determine elements that impact PCs. At most the GM may offer up situations as fodder for RP and arc development.</p><p></p><p>Narrativist - these are varieties of play in which game and RP combine within the context of genre and premise. Characters and story elements arise out of an intersectional process of some kind. No one participant is entirely authoritative over specific areas of play, typically. Most of these games are Story Now play featuring joint input into fiction, plot, and character, with GMs and players typically differentiated by tool set and focus. Unlike neo-trad there is no hard and fast character concept.</p><p></p><p>Real world play cannot be pigeon holes in any of these bins, but different game architectures definitely define the general intended approach.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9562432, member: 82106"] I would roughly put games into a couple of bins based on player stance on character. Classic - pawn stance play. Character is essentially unimportant. You can RP, but the PC is simply a point of view for the player. There are generally no rules related to PC behavior. Traditional - evolution of classic play. Usually a result of, or reactions to, the breakdown of classic play. Typically involves things like social skills and sometimes subsystems that arbitrate PC responses. Depiction of a fixed PC concept within authored story arcs. Player often has options revolving around genre role and things like power ups. RP can range from pawn stance to being the central activity. Retains classical division of authority, players determine character related stuff, GMs handle everything else and typically generate plot/meta-plot. Neo-trad - Characters, within a genre/premise, are the primary focus. Story arcs and plot are generated on the basis of player choices about character trajectory and primarily revolve around showcasing characters. GMs may devise story arcs, and generally manage scene description and rules interactions, but don't determine elements that impact PCs. At most the GM may offer up situations as fodder for RP and arc development. Narrativist - these are varieties of play in which game and RP combine within the context of genre and premise. Characters and story elements arise out of an intersectional process of some kind. No one participant is entirely authoritative over specific areas of play, typically. Most of these games are Story Now play featuring joint input into fiction, plot, and character, with GMs and players typically differentiated by tool set and focus. Unlike neo-trad there is no hard and fast character concept. Real world play cannot be pigeon holes in any of these bins, but different game architectures definitely define the general intended approach. [/QUOTE]
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