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<blockquote data-quote="Ovinomancer" data-source="post: 7631794" data-attributes="member: 16814"><p>Sure, if that's how you think characters are tested, I suppose it is boring.</p><p></p><p>Instead, picture the knight on a holy quest that has sworn a vow of chastity until the quest is complete. Then, a maiden melts his heart with a wink. The knight now has to decide between his love for the maiden and the importance of his quest, and, either way, we'll learn something about this character.</p><p></p><p>I think another problem with conceptualization here is the difference in how games that risk character play versus those that don't. In general, a game where the GM has some authority over character are those games that also play in the moment and not according to a preconceived plot. In the case of the knight above, the quest isn't something the GM has already written up in their notes but instead something that occurs from play. In that case, the knight suddenly deciding to go with the maiden doesn't derail the planned story because that choice is the story at that moment. Whereas in games with heavy GM authority that prefer inviolable character conceptualization (like D&D), this kind of sudden shift is difficult to deal with because the system relies so strongly on GM prep.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7631794, member: 16814"] Sure, if that's how you think characters are tested, I suppose it is boring. Instead, picture the knight on a holy quest that has sworn a vow of chastity until the quest is complete. Then, a maiden melts his heart with a wink. The knight now has to decide between his love for the maiden and the importance of his quest, and, either way, we'll learn something about this character. I think another problem with conceptualization here is the difference in how games that risk character play versus those that don't. In general, a game where the GM has some authority over character are those games that also play in the moment and not according to a preconceived plot. In the case of the knight above, the quest isn't something the GM has already written up in their notes but instead something that occurs from play. In that case, the knight suddenly deciding to go with the maiden doesn't derail the planned story because that choice is the story at that moment. Whereas in games with heavy GM authority that prefer inviolable character conceptualization (like D&D), this kind of sudden shift is difficult to deal with because the system relies so strongly on GM prep. [/QUOTE]
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