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<blockquote data-quote="LostSoul" data-source="post: 5581449" data-attributes="member: 386"><p>Yeah. I don't think this problem is specific to any style of play; if the players don't want to play the same game, there are going to be problems.</p><p></p><p></p><p></p><p>One interesting feature of Burning Wheel - a game that facilitates Story Now - can be found in its Compromise mechanic. This allows the DM to create driven NPCs who go in looking for the death penalty or maiming, play them faithfully, and not have to worry that he's going to remove the PC from play. The Compromise mechanic makes it unlikely that one side is going to get its way without having to make concessions. This is how the guilty verdict death penalty should be turned into exile, a suicide mission, weregild, or a not guilty verdict with some backroom deals.</p><p></p><p></p><p></p><p>Jargon alert! I'm pretty sure [MENTION=42582]pemerton[/MENTION] means <a href="http://en.wikipedia.org/wiki/The_Big_Model#Exploration" target="_blank">Exploration</a> as defined in the Big Model. If not he can correct me.</p><p></p><p style="margin-left: 20px"><strong>Exploration</strong></p> <p style="margin-left: 20px">The Big Model defines roleplaying as Exploration: the imagining of fictitious events, places, and people. Exploring fictional content is the basis and fundamental definition of all roleplay.</p> <p style="margin-left: 20px">There are five "elements" of exploration, or five things that players will explore. All five are always present, although different games will emphasize and prioritize some over others. The five elements of exploration are character, setting, color, situation, and system.[3]</p><p></p><p>Why "Exploration" is used and "Roleplaying" isn't I don't know, but there ya go. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="LostSoul, post: 5581449, member: 386"] Yeah. I don't think this problem is specific to any style of play; if the players don't want to play the same game, there are going to be problems. One interesting feature of Burning Wheel - a game that facilitates Story Now - can be found in its Compromise mechanic. This allows the DM to create driven NPCs who go in looking for the death penalty or maiming, play them faithfully, and not have to worry that he's going to remove the PC from play. The Compromise mechanic makes it unlikely that one side is going to get its way without having to make concessions. This is how the guilty verdict death penalty should be turned into exile, a suicide mission, weregild, or a not guilty verdict with some backroom deals. Jargon alert! I'm pretty sure [MENTION=42582]pemerton[/MENTION] means [url=http://en.wikipedia.org/wiki/The_Big_Model#Exploration]Exploration[/url] as defined in the Big Model. If not he can correct me. [indent][b]Exploration[/b] The Big Model defines roleplaying as Exploration: the imagining of fictitious events, places, and people. Exploring fictional content is the basis and fundamental definition of all roleplay. There are five "elements" of exploration, or five things that players will explore. All five are always present, although different games will emphasize and prioritize some over others. The five elements of exploration are character, setting, color, situation, and system.[3][/indent] Why "Exploration" is used and "Roleplaying" isn't I don't know, but there ya go. ;) [/QUOTE]
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