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<blockquote data-quote="chaochou" data-source="post: 7636329" data-attributes="member: 99817"><p>I think some <em>games </em>can, but I don't know if that's a product of the system or the people. My Apocalypse World and Burning Wheel, FATE, Dogs... they all tend to the gritty and streetwise. It's why I want to run The Veil - cyberpunk is a natural genre for my style, and Gibson one of my favourite authors.</p><p></p><p>So my Prince Valiant might be a shade or two darker than yours, your Apocalypse World lighter than mine. I may push a character real hard at points where you'd ease off, and vice versa. But these are aesthetic choices.</p><p></p><p>Within that spectrum I maintain that it is important for players to feel relaxed, entertained, at ease. A creative experience can be a draining one, but it can just as easily be euphoric or invigorating.</p><p></p><p>Personally, I think these emotional responses are more about the authenticity brought by the players than anything system-specific. [MENTION=16586]Campbell[/MENTION] often talks about this quality of play, the integrity of the characterisation. I tend to assume it, but he's right to highlight the importance of it in character-driven play, which is where the challenge to character concept that you asked about is really located.</p></blockquote><p></p>
[QUOTE="chaochou, post: 7636329, member: 99817"] I think some [I]games [/I]can, but I don't know if that's a product of the system or the people. My Apocalypse World and Burning Wheel, FATE, Dogs... they all tend to the gritty and streetwise. It's why I want to run The Veil - cyberpunk is a natural genre for my style, and Gibson one of my favourite authors. So my Prince Valiant might be a shade or two darker than yours, your Apocalypse World lighter than mine. I may push a character real hard at points where you'd ease off, and vice versa. But these are aesthetic choices. Within that spectrum I maintain that it is important for players to feel relaxed, entertained, at ease. A creative experience can be a draining one, but it can just as easily be euphoric or invigorating. Personally, I think these emotional responses are more about the authenticity brought by the players than anything system-specific. [MENTION=16586]Campbell[/MENTION] often talks about this quality of play, the integrity of the characterisation. I tend to assume it, but he's right to highlight the importance of it in character-driven play, which is where the challenge to character concept that you asked about is really located. [/QUOTE]
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