hawkeyefan
Legend
So either way, you ignored the salient part that directly addressed the point you brought up.
Alzrius... I don't know what to tell you. I'm not ignoring what you're saying. I am offering an alternative approach, based on the ideas in the OP.
Your argument seems to be "But that's not how I do it"; which is perfectly fine, but I'm simply saying that the prevailing method need not be the way it goes. I'm not going to limit my comments to your experience. Why would I?
We don't need to be beholden to setting conventions if we don't want to be.
Then you're having a different conversation.
I've been clearly stating that I'm talking about a collaborative effort in nearly every post I've made.
I don't see why you'd want to blame me. If we're having different conversations, then I suppose it's on both of us, no?
In my experience, the GM does the majority of the world-building ahead of time (pre-fab campaigns notwithstanding...or at least, mostly notwithstanding, since they'll sometimes tweak those), and while there's usually a discussion among the group as to what kind of campaign will be played, the salient details tend to be the purview of the GM, while the players will try to work within those boundaries. If someone wants to push said boundaries, that's all well and good, but I'd say that requires a compelling reason why such an idea should be greenlit, since it tends to require more work on the GM's part to make fit (and can overshadow the rest of the party), while the same benefits can almost always be gotten via some method of working within the campaign's context.
I'm well aware of the primary way that this is all handled. I have played and run plenty of games with that paradigm. I've also run many that did things differently. Based on that experience... which I'm willing to bet is likely greater than yours... I am saying that your concerns don't really come up. Are they possible? Sure... but not really problematic in any persistent way as you're stating.
And that's fine, but I'm of the opinion that this leads to a lot of slow-down, at the very least, as the GM tends to need to figure out what's going on and how to integrate it into everything. Quite often, it requires some time between sessions to iron out. And that's the best-case scenario, which is why I find it easier to have things worked out ahead of time.
Why are you of this opinion? It seems more like a supposition.
"Discovery writing" can be a lot of fun when writing, but that's why writing a story and playing an RPG aren't the same thing.
You can discuss that if you want, though as noted above, a movie (like most scripted fiction) isn't a very good point of comparison for a group RPG.
Well, I tend to think of "main character" more as something that comes up in films and books... and you introduced that idea to the conversation. I don't think RPGs tend to have main characters. Even one like the last mage. Yes, they may take the spotlight a times. But that doesn't mean that there's any reason for that to dominate play as you've described.
I'll also add that it would be perfectly possible for mishandling the spotlight to happen in any game.
Those have already been decided before the game began, but quite frankly, yes. If the GM has put forward a campaign idea where there is none of X thing, and later on a player decides they want to play X thing, then to my mind they're the one who has to make a case to the GM (and the rest of the group) why the consistency of the setting should be altered just for them.
Sure. That sounds like collaboration. Which is what I've been advocating for.
What do you mean "we"?
I mean us. You and me. Like if I said "we're not in Kansas anymore".
I made an actual caricature, and am pointing it out so that you can compare it to my previous comment and see the difference.
I think that's a reductivist way of looking at the problem. If one party member can flatly overturn what everyone in the setting regards as an inviolable law of nature (i.e. there is no magic, and they can use magic), then it's going to be hard to demonstrate why the surrounding NPCs should find the other party members "just as" interesting as that. Even if you can, you're going to have to put in effort to get them to that status, whereas the special PC gets that status just by being what they are.
There are no inviolable laws of nature. It's all made up. We can make anything we want to be the case.
I'm honestly shocked that anyone would interpret that as serious "math" and not as a figurative expression.
I was pointing out that it was nonsense.
Which is certainly the ideal, but as presented it seems to presume that there's some sort of happy middle ground, where everyone should get what they want. Quite often, that doesn't happen, not because someone's being stubborn or refusing to give in, but simply because some ideas can't be worked into the campaign organically (or require more work than the GM or other players are willing to put in), at which point a decision needs to be made. And I'd argue that unless there's some particularly compelling reason, that decision is probably best as a "no."
Of course, if the player could find another way to make an interesting character without having to turn some convention of the setting on its head, that wouldn't be a problem to begin with.
There's a reason why that's the main paradigm in so many games. And I don't think that the reason the GM is so often caught flat-footed is because they haven't "invented" everything, but because the PCs have introduced large-scale changes within the context of the campaign, rather than outside of said context. Assassinating a friendly king can change the entire tenor of the game, but it alters nothing about how the world functions.
The reason that is the main paradigm of so many games is inertia. That's how many learned to play RPGs, that's the most prevalent method, and clearly folks have a hard time even imagining a different approach.
I think it was fairly pointless, and somewhat tone-deaf. Repeating someone's argument back at them with no changes except to transpose two of their points is needlessly confrontative...kind of like a player who makes a character that they know specifically breaks the rules of the setting. So maybe you demonstrated a good point after all, albeit not the one you meant.![]()
If my comment was pointless, I think the same would apply to yours. All I'm saying is that the GM's ideas and wants for the game should be as subject to group review as the players'. It's really not that hard to understand.
I think we're at an impasse though. I'm not going to go line by line in response to you anymore. If you have any questions or something new to add... please go ahead. But this back and forth has otherwise gone about as far as it can, I'd say.