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General Tabletop Discussion
*TTRPGs General
Storytelling vs Roleplaying
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<blockquote data-quote="Doug McCrae" data-source="post: 4898135" data-attributes="member: 21169"><p>Like Hussar says, player power extending beyond the PC doesn't necessarily have anything to do with storytelling.</p><p></p><p>Also you seem to be worrying unnecessarily that allowing a little more player power will open the floodgates to DMs and players being equal, D&D turning into Once Upon A Time, cats and dogs living together, etc, etc. That's really not the case at all. Lots and lots of games have rules which allow the players to control fairly small and limited non-PC elements of the world without it going any further than that.</p><p></p><p>As far as I know the first game to explicitly have a rule for this is James Bond 007, published in the early 80s. I think they are called Hero Points. The example in the text is of a player whose PC (James Bond ofc) is fighting Oddjob. The player spends a Hero Point to have a gold brick be lying to hand which he can use as a club.</p><p></p><p>I understand that Spirit of the Century has quite a few rules like this allowing players to control things such as whether an old flame shows up in a bar the PCs enter.</p><p></p><p>Mutants & Masterminds has Hero Points which allow the PCs to temporarily boost their powers or avoid injury with a good ol' Marvel-style adrenalin surge or even find a clue or otherwise receive inspiration.</p><p></p><p>In my current M&M game the players have created their own nemeses and related organisations. One PC comes from a galaxy-wide space empire, which in a sense didn't exist until he made it up. One player wanted to have his PC investigate global warming so I said he could decide what caused it in this world. This might seem like a lot but really it's not a big deal, my game is very much a traditional, challenge-focused roleplaying game, I would never call it a story game.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 4898135, member: 21169"] Like Hussar says, player power extending beyond the PC doesn't necessarily have anything to do with storytelling. Also you seem to be worrying unnecessarily that allowing a little more player power will open the floodgates to DMs and players being equal, D&D turning into Once Upon A Time, cats and dogs living together, etc, etc. That's really not the case at all. Lots and lots of games have rules which allow the players to control fairly small and limited non-PC elements of the world without it going any further than that. As far as I know the first game to explicitly have a rule for this is James Bond 007, published in the early 80s. I think they are called Hero Points. The example in the text is of a player whose PC (James Bond ofc) is fighting Oddjob. The player spends a Hero Point to have a gold brick be lying to hand which he can use as a club. I understand that Spirit of the Century has quite a few rules like this allowing players to control things such as whether an old flame shows up in a bar the PCs enter. Mutants & Masterminds has Hero Points which allow the PCs to temporarily boost their powers or avoid injury with a good ol' Marvel-style adrenalin surge or even find a clue or otherwise receive inspiration. In my current M&M game the players have created their own nemeses and related organisations. One PC comes from a galaxy-wide space empire, which in a sense didn't exist until he made it up. One player wanted to have his PC investigate global warming so I said he could decide what caused it in this world. This might seem like a lot but really it's not a big deal, my game is very much a traditional, challenge-focused roleplaying game, I would never call it a story game. [/QUOTE]
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