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<blockquote data-quote="Campbell" data-source="post: 7641355" data-attributes="member: 16586"><p><strong>[PLAIN][[/PLAIN]</strong></p><p></p><p>@<em><strong><u><a href="https://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> is exactly right. Following the fiction is an active endeavor. In the moment of play we are playing our characters as if they were real people, but we do not get to play just any character. It is the responsible of players to create characters that are dynamic protagonists who go after the things they want in life and that we all can relate to and be fans of. It is also their job to honestly question who these characters really are. It is the job of the GM to provide honest adversity to these characters so there is legitimate tension that the whole table gets to feel. The job of the game system is to introduce the unwelcome into the whole affair.</p><p></p><p>Here's the most important thing: it is nobody's job to protect these characters or the game. Nobody gets to decide how things should go. To do so would do a great disservice to these characters and their struggles. It robs play of legitimate tension and real emotional content. There is significant risk that things might not go the way we want them to, but that's the price you pay for getting to see the unbridled versions of these characters, getting to see who they really are when faced with adversity. </p><p></p><p>The following quotes address it from the player's side:</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>The following quotes do a better job at explaining it holistically:</p><p></p><p></p><p></p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="Campbell, post: 7641355, member: 16586"] [b][PLAIN][[/PLAIN][/b] @[I][B][U][URL="https://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] is exactly right. Following the fiction is an active endeavor. In the moment of play we are playing our characters as if they were real people, but we do not get to play just any character. It is the responsible of players to create characters that are dynamic protagonists who go after the things they want in life and that we all can relate to and be fans of. It is also their job to honestly question who these characters really are. It is the job of the GM to provide honest adversity to these characters so there is legitimate tension that the whole table gets to feel. The job of the game system is to introduce the unwelcome into the whole affair. Here's the most important thing: it is nobody's job to protect these characters or the game. Nobody gets to decide how things should go. To do so would do a great disservice to these characters and their struggles. It robs play of legitimate tension and real emotional content. There is significant risk that things might not go the way we want them to, but that's the price you pay for getting to see the unbridled versions of these characters, getting to see who they really are when faced with adversity. The following quotes address it from the player's side: The following quotes do a better job at explaining it holistically: [INDENT] [/INDENT] [/QUOTE]
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