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Player-generated fiction in D&D
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<blockquote data-quote="Oofta" data-source="post: 9417206" data-attributes="member: 6801845"><p>So have you not read the posts that state that if the players cannot add to the fiction, it's a power play? That the DM is like a king and the players are peasants? That we aren't <em>really </em>role playing because all we know is D&D. I don't have a problem specifically with pemerton except when he tells me I can't attempt to contribute to the thread by explaining why I don't want to add to the fiction of the world when I'm playing and it's never been an issue when I DM. </p><p></p><p></p><p></p><p>That was one example where I actually had a concrete backstory. But it still didn't really give him goals per se, just an attitude. At the same time I don't really want to play a game with the narrative approach because I've never seen it well done in D&D (other games have other approaches and goals of course). Most of the time "moral dilemmas" are "here are two equally awful choices and you must choose one or the world ends" or similar. </p><p></p><p>On the other hand I have a character who's whole schtick is that he's a chef that goes adventuring. Other than the fact that he likes to eat and try different foods there's not a lot there. But he has a bad accent, a fun attitude, likes to use food analogies for just about everything. We have a lot of fun.</p><p></p><p>For a lot of people, their entire concept of a character is limited to race, class and usually a physical description. The character, if any, emerges during play. I don't see an issue with that.</p><p></p><p></p><p></p><p></p><p>Except that's pretty much what I want. Go on adventures, maybe save the day now and then, get the kitten out of the tree, tell bad puns, have a few laughs, inhabit a different worldview for a while. I did work with my DM to do a side story on how to get a ghost to move on that turned into a short story (I like to write them now and then), but that was just downtime activity.</p><p></p><p>But it's also in part because in that particular game we had 7 players and we could only get together once a month for a 4-5 hour session. There simply aren't enough hours of gaming to pursue everyone's personal stories.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9417206, member: 6801845"] So have you not read the posts that state that if the players cannot add to the fiction, it's a power play? That the DM is like a king and the players are peasants? That we aren't [I]really [/I]role playing because all we know is D&D. I don't have a problem specifically with pemerton except when he tells me I can't attempt to contribute to the thread by explaining why I don't want to add to the fiction of the world when I'm playing and it's never been an issue when I DM. That was one example where I actually had a concrete backstory. But it still didn't really give him goals per se, just an attitude. At the same time I don't really want to play a game with the narrative approach because I've never seen it well done in D&D (other games have other approaches and goals of course). Most of the time "moral dilemmas" are "here are two equally awful choices and you must choose one or the world ends" or similar. On the other hand I have a character who's whole schtick is that he's a chef that goes adventuring. Other than the fact that he likes to eat and try different foods there's not a lot there. But he has a bad accent, a fun attitude, likes to use food analogies for just about everything. We have a lot of fun. For a lot of people, their entire concept of a character is limited to race, class and usually a physical description. The character, if any, emerges during play. I don't see an issue with that. Except that's pretty much what I want. Go on adventures, maybe save the day now and then, get the kitten out of the tree, tell bad puns, have a few laughs, inhabit a different worldview for a while. I did work with my DM to do a side story on how to get a ghost to move on that turned into a short story (I like to write them now and then), but that was just downtime activity. But it's also in part because in that particular game we had 7 players and we could only get together once a month for a 4-5 hour session. There simply aren't enough hours of gaming to pursue everyone's personal stories. [/QUOTE]
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