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General Tabletop Discussion
*TTRPGs General
Storytelling vs Roleplaying
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<blockquote data-quote="LostSoul" data-source="post: 4898547" data-attributes="member: 386"><p>On telling stories in RPGs:</p><p></p><p>The most important thing, in my experience, is to make sure that you have a protagonist and make sure that he faces competant adversity. But what makes a protagonist? I think it's the fact that he <em>wants something</em> and the story is driven by his need to get that thing and the adversity he faces. And, of course, how the adversity changes (or perhaps <em>does not change</em>) him.</p><p></p><p>(One of my favourite examples of a protagonist who does not change is probably "A Witch Shall Be Born"; Conan turns down a lot in order to stay free and independant.)</p><p></p><p>This, I think, is independant of the techniques used. One can role-play a driven character - Burning Wheel is a great example of this - or use storytelling techniques in order to say, "This is what I want and this is what I am willing to sacrifice for it." Spirit of the Century seems to be this type of game; I don't have much experience with it, but the economy of the game (to use a Forge term) means that you have to decide what's important to your character.</p><p></p><p>That is an interesting way to handle things, blending the choices the player makes between authorial control and role-identification.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4898547, member: 386"] On telling stories in RPGs: The most important thing, in my experience, is to make sure that you have a protagonist and make sure that he faces competant adversity. But what makes a protagonist? I think it's the fact that he [i]wants something[/i] and the story is driven by his need to get that thing and the adversity he faces. And, of course, how the adversity changes (or perhaps [i]does not change[/i]) him. (One of my favourite examples of a protagonist who does not change is probably "A Witch Shall Be Born"; Conan turns down a lot in order to stay free and independant.) This, I think, is independant of the techniques used. One can role-play a driven character - Burning Wheel is a great example of this - or use storytelling techniques in order to say, "This is what I want and this is what I am willing to sacrifice for it." Spirit of the Century seems to be this type of game; I don't have much experience with it, but the economy of the game (to use a Forge term) means that you have to decide what's important to your character. That is an interesting way to handle things, blending the choices the player makes between authorial control and role-identification. [/QUOTE]
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