Seed Theory 1.

Arrgh! Mark!

First Post
Restriction breeds depth. Width breeds restriction.

A game which its players are heavily restricted (I.e. all human, all asian, all Australian, all Tasmanian) brings about through neccesity deeper characters due to no-one wanting to play exactly the same thing. Characters are heavily explored to avoid simply being clones.

GM: You all must play Dorns. They are big scottish-like people.
P1: I play a hunted criminal, framed for killing a legate. He is intellectual for his race, being something of a scholar though of course society trained him to fight. He isn't a coward, but might gain such a reputation around other "Charge!" Dorns. He's interested in art and music, and is an avid listener; a dream was to learn to play but he has never gained the courage to ask a bard, especially when his friends are "HAR HAR I LOVE KILLIN ORCS!" and such.

P2: I play an honorable but saddened scion of a noble family who is bitterly sad that his way of life and the way of life of his ancestors is being driven into the snow. He has a hidden core of repressed violence that grows when he is forced to go against his noble and honourable ways. He attempts to justify himself but forgive himself, becoming more and more depressed as his actions to save the honour of the Dorns are destroyed.

P3: I play a Dornish farmgirl, big as any southlander man and stronger than most. After her betrothed was betrayed by a rival in her village (She was the instigator of the hidden and illegal betrothal), both the betrothed and her were tortured and the betrothed strung up to die while the rival was made married to her. She killed him and was enslaved for a time as a legates pleasure-slave, where she learned how to be quiet. Tortured by a fear of her own actions, she is a strong willed girl who deliberately forces herself not to lead because she fears failure. As a defender, her dedication to perfection has it's merits.

Problem; Over-restriction breeds sentai groups (Power rangers). Players uninterested in a depth focus will simply bring about a power-rangers esque group and grow bored. The difference between black ranger and blue ranger is minimal, similarity and conformity are valued more than individuality.

GM: You all must play Dorns. They are big scottish-like people.
P1: I play a huge guy with a claymore and a kilt who drinks.
P2: I was going to play... My dorn has a huge maul and a different kilt.
P3: Darnit! Well, I play a big dorn with an axe. A big axe. With a different kilt. It's a girl.



A game where players are heavily encouraged to play wild and varied characters tends to bring about unlikely situations, made worse by the problem of stereotyping. When uncertain, people fall back on stereotypes.

DM: This is Darksun. You can play anything you like. In fact, play anything.
P1: I play a bird-man. Favored class is ranger? I'll do that.
P2: What are the dwarves like? Big, sort of hairless traders? They focus to the exclusion of all else? Whats a normal focus for one of them?
P3: Halflings are cannibals? I don't want to be a cannibal. I play a man made of sand - you say they are all meditational and such? I play a meditational druid one.
P4: I play a thri-kreen.


The adventure progresses - however, the characters (Not players!) can have difficulty meshing. What happens when the thri-kreen attacks another for dominance? Does the entire party turn and kill the bug? Not really. They follow the plot the GM has laid for them (If they are at least nice-to-the-dm players) that truly is very hard for a GM to make emotional for them. So each of these guys goes and survives, and does so with the help of the others. How does a GM draw things of such incredible difference together? There's always the part which says "This is a game, therefore I must join."

Why does the Thri-kreen join the party at all? It isn't bothered by the need for water of the others. Despite a harsh outlook, the birdman which isn't actually much endangered when things hit the fan actually saves the party. Why? Would the character have done that? You do it because it's a game. There's little understanding or emotional investment in a character who's basic ideology as defined is ignored. In actual fact the players aren't playing Thri-kreen, Aacocrka, Asherati or whatever. They are playing P1, P2, and P3 with the powers of the characters.


While a bit of a nonsensical rant, it seems like I'm arguing between narrativist and gamist. I suppose I am.

I'm sure each person enjoys its way of roleplaying. But I think for me at least, a restricted game which breeds depth and investment is a more exciting one than simply defeating challenges placed before me-with-sandy skin.

Thoughts?
 

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I think this is an excellent rant, but it does not take the age/personalities of the players into the equation, and they're a big part of the equation.

Some people want to kill things. Nothing more.
Some want to make the biggest, deadliest PC, nothing more.
Some want intrigue and roleplaying, nothing more.
Some want to mix all of the above.

I think most players are some mix of the first three, but one player who leans heavily to one of these in a group that is pretty balanced between them can mess the game up for everyone unless they're aware of the differences and motivations of all.
 

Arrgh! Mark! said:
DM: This is Darksun. You can play anything you like. In fact, play anything.
P1: I play a bird-man. Favored class is ranger? I'll do that.
P2: What are the dwarves like? Big, sort of hairless traders? They focus to the exclusion of all else? Whats a normal focus for one of them?
P3: Halflings are cannibals? I don't want to be a cannibal. I play a man made of sand - you say they are all meditational and such? I play a meditational druid one.
P4: I play a thri-kreen.

In actual fact the players aren't playing Thri-kreen, Aacocrka, Asherati or whatever. They are playing P1, P2, and P3 with the powers of the characters.

But I think for me at least, a restricted game which breeds depth and investment is a more exciting one than simply defeating challenges placed before me-with-sandy skin.

Thoughts?
This is a point I totally agree with. My prefered style of gaming is also restricted choices (on races) to make a coherent campaign, rather than the "world cuisine" with everything and the kitchen sink thrown in. In fact, in several of the threads here, I find myself arguing over and over again on this point, without fully realizing it. Last thread was the celestial-bard-ninja-assassin. Now I will try to remember that; and understand of this important difference in gaming philosophy.
 

I like that post. It fits my experience. Some restriction makes for much better groups that actually make sense. Why play a freaky mix of aliens if you cannot play them as freaky aliens without making the party and the game explode?
 

Excellent post.

I largely agree. That's why I don't let people play just anything, and it's one of the reasons why I don't use all the 'extra' races.
 

I prefer to use the full world quisine, but state up front what the campaign will be about in some way, and have the players convince me as to why their character would be invovled in this. Works well, forces them to RP the concept a bit before they even create it, and means that I don't have to worry as much about cohesion.
 

I also think it is the difference in DM styles too. As a DM I view myself not a story teller or someone who controls the plots or even the next step the players will take, I manage the world around my players. Each week I take some time and determine the events around the world, though most will never even make it to the ears or eyes of my players, sometimes the effects of these events will (Though perhaps not like a rock on a forehead). Example, this week about 300 miles from where one of my groups are currently based out of, there have been a series of bandit raids against merchants. This has triggered a price change and a lack of patrols in the further reaches of this kingdom in effort to deal with the bandits. Other forces noticing the lack of patrols are taking steps to sieze this moment to make a play for more power.

What my players do in all that is their decision, not mine. Will they ruin any kind of story because they make a certain decision.. nope because there is no story. Just a world that is evolving. In my mind thats the difference between Role Playing and Playing a part in a story.

Samething happens when I get a new adventure, be it my own or from another source, I place it in my world. What my players do in all that is their business.
 

Interesting post, and true. Although I wouldnt want a restricted game always, as it would be... well, restrictive. But every so often it would definately be a nice thing.
 

A famous playwright (whose name escapes me at the moment) once said, "Tell me to write a story and I am doomed. Tell me to write a story about two guys having sandwiches in a deli on Thursday and I am a genius."

I think that the word restrictions may be the wrong one to describe what you are seeking. What you really want is a framework on which to build the story. The problem with the wide open game is that there isn't enough of a framework for the characters to know what they should be doing.
 

Thats the exact problems I find with many games, the DM is figuring out what the players should be doing. When a char starts out at first level, in essense like someone who just graduates from high school, do they know what they are doing? Maybe this is why my players never lose that.. new game feeling and first levels are just as exciting as a tenth or even epic, only things that change is are the spells and striking things.

I stopped playing in 84 because those kind of games that focused around a specific story were kind of boring and felt more like forced fun. I wanted to RP, not being an actor in the DM's play. I haven't played since then and now run campaigns for 3 different groups each week.
 

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