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<blockquote data-quote="The Shaman" data-source="post: 5307888" data-attributes="member: 26473"><p>Out of curiosity, do the games you enjoy provide rules as boundaries for, or mechanics which engage, the develop-at-start process? Or is this wholly player-driven?</p><p></p><p>Frex, a <em>Flashing Blades</em> character may begin the game as the captain of a company of soldiers in the royal army, or a fencing master, or the member of a knightly order, or a member of a gentlemen's club. They may possess advantages like influential contacts, favors owed by powerful persons, or noble titles. They may also possess secrets such as a double or twin, a secret loyalty, or religious fanaticism.</p><p></p><p>So most adventurers begin the game thoroughly engaged with social institutions, influential individuals, or societal mores, which, if I'm understanding you correctly, is the sort of thing you consider important as the foundation for the games you enjoy; I'm guessing you also like to take it a step or two further, creating conflicts and relationships resulting from that engagement with the setting.</p><p></p><p>But sticking for the moment with just that initial engagement, I think it's significant that in emulating the swashbuckling genre <em>Flashing Blades</em> provides specific rules for how that engagement tales place; there are mechanical limits in the rules, as well as a significant measure of randomization, guiding the extent to which an adventurer begins the game engaged in the setting.</p><p></p><p>Would you say this characterizes the games you choose to play as well? If so, to what extent?</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5307888, member: 26473"] Out of curiosity, do the games you enjoy provide rules as boundaries for, or mechanics which engage, the develop-at-start process? Or is this wholly player-driven? Frex, a [i]Flashing Blades[/i] character may begin the game as the captain of a company of soldiers in the royal army, or a fencing master, or the member of a knightly order, or a member of a gentlemen's club. They may possess advantages like influential contacts, favors owed by powerful persons, or noble titles. They may also possess secrets such as a double or twin, a secret loyalty, or religious fanaticism. So most adventurers begin the game thoroughly engaged with social institutions, influential individuals, or societal mores, which, if I'm understanding you correctly, is the sort of thing you consider important as the foundation for the games you enjoy; I'm guessing you also like to take it a step or two further, creating conflicts and relationships resulting from that engagement with the setting. But sticking for the moment with just that initial engagement, I think it's significant that in emulating the swashbuckling genre [i]Flashing Blades[/i] provides specific rules for how that engagement tales place; there are mechanical limits in the rules, as well as a significant measure of randomization, guiding the extent to which an adventurer begins the game engaged in the setting. Would you say this characterizes the games you choose to play as well? If so, to what extent? [/QUOTE]
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