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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Campbell" data-source="post: 8016943" data-attributes="member: 16586"><p><strong><u>Programming Note</u></strong></p><p></p><p>I do not really like the use of "story game" outside of storytelling games like The Quiet Year, Follow, Fiasco, For The Queen and Icarus where the game is played without a GM and players are supposed to work together to bring the game to a satisfying narrative conclusion. These are <strong>story advocacy</strong> games (even in the case where you play a single character) so "story game" feels right.</p><p></p><p>For games like Apocalypse World, Burning Wheel, and Sorcerer if we must consider them a separate category instead of simply being called roleplaying games I would call them character focused or character driven roleplaying games. The primary differences are in reward structure, GM techniques, and the parts of the fiction they feel the need to model - they focus more on social dynamics and relationships than on physical confrontations. They are <strong>character advocacy</strong> games.</p><p></p><p>There is not a strong correlation between indie or character focused games and mechanics that are not directly correlated with the fiction. If anything mainstream games are more rather than less apt to implement these sorts of mechanics (usually as a patch over their resolution system). Inspiration and abstract martial abilities in Fifth Edition, Void Points in Legend of the Five Rings, Willpower in Storyteller, Destiny Points and strain FFG Star Wars, Hero Points in Pathfinder Second Edition, etc. There are very few mainstream games that do not utilize some kind of meta-currency or abstract limited use abilities.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8016943, member: 16586"] [B][U]Programming Note[/U][/B] I do not really like the use of "story game" outside of storytelling games like The Quiet Year, Follow, Fiasco, For The Queen and Icarus where the game is played without a GM and players are supposed to work together to bring the game to a satisfying narrative conclusion. These are [B]story advocacy[/B] games (even in the case where you play a single character) so "story game" feels right. For games like Apocalypse World, Burning Wheel, and Sorcerer if we must consider them a separate category instead of simply being called roleplaying games I would call them character focused or character driven roleplaying games. The primary differences are in reward structure, GM techniques, and the parts of the fiction they feel the need to model - they focus more on social dynamics and relationships than on physical confrontations. They are [B]character advocacy[/B] games. There is not a strong correlation between indie or character focused games and mechanics that are not directly correlated with the fiction. If anything mainstream games are more rather than less apt to implement these sorts of mechanics (usually as a patch over their resolution system). Inspiration and abstract martial abilities in Fifth Edition, Void Points in Legend of the Five Rings, Willpower in Storyteller, Destiny Points and strain FFG Star Wars, Hero Points in Pathfinder Second Edition, etc. There are very few mainstream games that do not utilize some kind of meta-currency or abstract limited use abilities. [/QUOTE]
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