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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Campbell" data-source="post: 8438133" data-attributes="member: 16586"><p>We're worlds apart in preferences here from my perspective. What I value about roleplaying games are the way they combine the fun of acting/directing, watching a good film or TV show, and playing games into a new activity that has parts of what I love about each but feels different from any of them alone. The proportions and priority differ from game to game, but generally I look for the following:</p><ol> <li data-xf-list-type="ol">Heightened emotional experience. What Nordic LARP calls bleed. That feeling of inhabiting a character in the moment, feeling what they feel, and acting as they would act. Making things feel as real as possible.</li> <li data-xf-list-type="ol">The thrill of watching a narrative unfold in motion. Being fans of these characters and feeling the tension when we are not sure what will happen to them. This is something I want to be shared with the whole group.</li> <li data-xf-list-type="ol">The thrill of mastering a game. Getting good basically. That feeling that over time I am becoming more skilled and more capable. Making the play of the game. Working together with (or occasionally against) other players to achieve things in game that are hard won.</li> </ol><p>For me storytelling is not really something I desire. We need compelling situation for those heightened emotional experiences and watching the narrative unfold, but it's in service to those emotional moments and good gameplay. World building, scenario design, character creation, et. al. are all in service to these three masters for me. It's about that visceral experience, being fans of the characters (often including some NPCs when I am a player), and strong game design with ludonarrative harmony to me.</p><p></p><p>There is a strong connection to improvised theater, but not Improv with a capitol I. Like any creative endeavor it does require great creative relationships and strong communication.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8438133, member: 16586"] We're worlds apart in preferences here from my perspective. What I value about roleplaying games are the way they combine the fun of acting/directing, watching a good film or TV show, and playing games into a new activity that has parts of what I love about each but feels different from any of them alone. The proportions and priority differ from game to game, but generally I look for the following: [LIST=1] [*]Heightened emotional experience. What Nordic LARP calls bleed. That feeling of inhabiting a character in the moment, feeling what they feel, and acting as they would act. Making things feel as real as possible. [*]The thrill of watching a narrative unfold in motion. Being fans of these characters and feeling the tension when we are not sure what will happen to them. This is something I want to be shared with the whole group. [*]The thrill of mastering a game. Getting good basically. That feeling that over time I am becoming more skilled and more capable. Making the play of the game. Working together with (or occasionally against) other players to achieve things in game that are hard won. [/LIST] For me storytelling is not really something I desire. We need compelling situation for those heightened emotional experiences and watching the narrative unfold, but it's in service to those emotional moments and good gameplay. World building, scenario design, character creation, et. al. are all in service to these three masters for me. It's about that visceral experience, being fans of the characters (often including some NPCs when I am a player), and strong game design with ludonarrative harmony to me. There is a strong connection to improvised theater, but not Improv with a capitol I. Like any creative endeavor it does require great creative relationships and strong communication. [/QUOTE]
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