ShinHakkaider said:
Not trying to be a jerk here or anything but you state that your game isnt a storytelling device then jump right into talking about natural story progression structure. Maybe I'm misunderstanding but it seems like story does play a bigger part in what you and your players want in a game than the mechanics and if that's your thing that's cool, just say so.
Basically the story structure is a means to an end, not the end itself. Nor am I interested in railroady games where the GM tells the story and the PCs play along. I'm an interested in the dynamic creation of the story, which I hold is what all RPGs do, and by focusing on the intro/rise/climax/coda structure you can get really awesome games.
I'm really not waving the flag or anything, I'm sure there's plenty of other ways to make awesome games. Some people have said they can't imagine having fun in a game where the GM tends not to kill PCs. I'm explaining how that is so. Heck, most of the fights in my Buffy game were more exciting than D&D, even though in that game
it is not within the power of the GM to kill a character!. I mean you can kill them, but they can spend points to come back. If they don't have enough, they can owe. And the fights were exciting. What makes a fight exciting isn't that the players don't want their characters to die. Its that they don't want them to lose. The Buffy game it was easier for them to lose, so the fights are more exciting. The fact that they couldn't be forcibly removed from a character didn't seem to matter at all.
That's cool if you feel that character death disrupts your game. It's not something that I feel is disruptive in mine, it comes with the territory and for the longest time in the history of the game I thought that was the default. I mean you're playing Dungeons & Dragons, your character is doing dangerous stuff so there's a chance that your character can die. Part of the discussion seems to be focused on the work put into the PC being lost if the PC dies. That doesn't make sense to me at all. It's like because that particular PC dies, everything that happened before is negated? Is that what people are getting at? or is it the need to play out the PC's story by keeping the character alive until the end of their story? That seems really artificial, but I cant deny that it's some peoples spot of tea. It's not mine.
Whenever that character dies, it's their time. I think that if people want that type of story maybe they should, I don't know, sit around and have a round robin story group with no dice or rules except to just keep the story going. Playing a game implies risk and in most cases in D&D that risk sometimes means some sort of irreparable bodily harm to their characters.
By the 'work' I mean the relationships that the character has built up through gameplay. Those relationships are valuable, and are what drive conflict and make the game interesting. With a new character you have to start over.
And I find the comments about how I shouldn't play a roleplaying game and should just do group storytelling whatever rather insulting. Yet they crop up no matter how carefully I try to explain it. What in the things I've posted make you think the game portion is unimportant to me? I've stated clearly that I don't have a particular outcome in mind. Part of the challenge, for me, is to add together the scenario I've set up, the actions of the PCs, and the way the ruleset handles it and try and guide all that into the story structure to make a memorable game. I don't want to abandon the ruleset portion of that, I just don't consider it more important than the other ingredients. And the overall mission to make every game session the Completely Freakin Awesome means that if anything makes the game less fun, its out.