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General Tabletop Discussion
*TTRPGs General
Of the Adversarial Relationship between DM and Players, and the Need For It.
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<blockquote data-quote="The Shaman" data-source="post: 5467670" data-attributes="member: 26473"><p>Old school games assume that "who the heroes are" is something that comes out in play, not something decided before the game begins. It doesn't matter less; rather, it proceeds from a different set of starting assumptions.In old school games, "the story" is integrally tied to the characters as well, but not because they follow a list of plot-points prepared by the referee; "the story" is a recounting of the adventurers' adventures, told after they happen. In this case, if one of them should fall, then that adventurer's story is done.</p><p></p><p>The "stories" of old school games are perhaps best viewed as <a href="http://grognardia.blogspot.com/2008/10/picaro-and-story-of-d.html" target="_blank">this</a> and <a href="http://dndwithpornstars.blogspot.com/2009/10/where-action-is-part-2-grognardia-jack.html" target="_blank">this</a>.Ever play <em>RuneQuest</em>?Old school players <em>become</em> attached to their characters; what you're describing is players to <em>start the game</em> attached to their characters, so much so that they are less willing to expose them to risk.Because the character might survive and actually become a hero with a story worth hearing.So the players shouldn't make an effort if they don't know in advance they'll 'win?'This is why I argue that a character's relevant backstory consists of the events of the first game-night as seen from the vantage point of the second game-night.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5467670, member: 26473"] Old school games assume that "who the heroes are" is something that comes out in play, not something decided before the game begins. It doesn't matter less; rather, it proceeds from a different set of starting assumptions.In old school games, "the story" is integrally tied to the characters as well, but not because they follow a list of plot-points prepared by the referee; "the story" is a recounting of the adventurers' adventures, told after they happen. In this case, if one of them should fall, then that adventurer's story is done. The "stories" of old school games are perhaps best viewed as [url=http://grognardia.blogspot.com/2008/10/picaro-and-story-of-d.html]this[/url] and [url=http://dndwithpornstars.blogspot.com/2009/10/where-action-is-part-2-grognardia-jack.html]this[/url].Ever play [i]RuneQuest[/i]?Old school players [I]become[/I] attached to their characters; what you're describing is players to [I]start the game[/I] attached to their characters, so much so that they are less willing to expose them to risk.Because the character might survive and actually become a hero with a story worth hearing.So the players shouldn't make an effort if they don't know in advance they'll 'win?'This is why I argue that a character's relevant backstory consists of the events of the first game-night as seen from the vantage point of the second game-night. [/QUOTE]
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