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Story Elements in RPGs...
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<blockquote data-quote="Cor Azer" data-source="post: 5683096" data-attributes="member: 870"><p>I really enjoy story elements in my games, but I tend to limit them to character description and motivation and world-building. Those three, when well executed, really help the sense of immersion that I get from stories, without the restrictions of a railroad plot. They show where the campaign begins, and with the playets' actions, describe all the inputs on where the campaign goes.</p><p></p><p>Story tropes meant to be directed at the audience don't seem to work as well in my opinion (ie, the moral of the story is...) because people are there to play, not watch an afterschool special.</p><p></p><p>The only game system I've seen that has a reasonable (?) differentiation between main and support characters when both are player-driven is the Buffy Unisystem; Heroes (main characters) get more skills, but fewer drama points; White Hats (secondary characters) get fewer skills, and way more drama points. Drama points let characters pull off wildly lucky stuff, or add/remove elements from a scene like a convenient convertible with keys left in the ignition when an escape is needed...</p><p></p><p>Although well hashed so far, in my mind the best example of an ensemble show is Friends - everyone equally important in driving the plot forward.</p></blockquote><p></p>
[QUOTE="Cor Azer, post: 5683096, member: 870"] I really enjoy story elements in my games, but I tend to limit them to character description and motivation and world-building. Those three, when well executed, really help the sense of immersion that I get from stories, without the restrictions of a railroad plot. They show where the campaign begins, and with the playets' actions, describe all the inputs on where the campaign goes. Story tropes meant to be directed at the audience don't seem to work as well in my opinion (ie, the moral of the story is...) because people are there to play, not watch an afterschool special. The only game system I've seen that has a reasonable (?) differentiation between main and support characters when both are player-driven is the Buffy Unisystem; Heroes (main characters) get more skills, but fewer drama points; White Hats (secondary characters) get fewer skills, and way more drama points. Drama points let characters pull off wildly lucky stuff, or add/remove elements from a scene like a convenient convertible with keys left in the ignition when an escape is needed... Although well hashed so far, in my mind the best example of an ensemble show is Friends - everyone equally important in driving the plot forward. [/QUOTE]
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