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Storytelling vs Roleplaying
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<blockquote data-quote="Hussar" data-source="post: 4919948" data-attributes="member: 22779"><p>But, typically, it is still only one person who gets to say "This is what it's like" at any given time. It's pretty rare for dueling Drama Points to come up in game. For one thing, it's a limited resource and most people aren't going to waste the points retconning someone else's idea. They might, but, IME, it's not that common.</p><p></p><p></p><p></p><p>There's a few reasons why having a codified method is a good thing. Not that it's necessarily better than not having a codified method mind you. Groups can work perfectly well without it. However, having a codified method does a few things:</p><p></p><ul> <li data-xf-list-type="ul">Brings the idea of player authorial control into the forefront. Instead of players passively taking in whatever the GM presents to them, possibly asking for clarification from time to time, it makes the players active participants.</li> <li data-xf-list-type="ul">It allows a new element of gameplay and resource management that many gamers enjoy. Do I spend my Drama Point now or later? How important is this situation to me right now? Again, it can serve to further draw the players into the game.</li> <li data-xf-list-type="ul">It allows the GM far more flexibility as well. The GM is no longer solely responsible for the game. Because the players have the option of altering the game at any given time, the responsiblity for making sure everyone is having a good time gets spread around a bit more.</li> </ul><p></p><p>Again, let me reiterate, none of these things are exclusive to having mechanics in place. The same effects can be gotten without the mechanics, and I don't want anyone to think that I'm claiming that they cannot be. However, having the mechanics in place puts a giant sign out for the players of the game that "this is something you can do, DO IT". It simply emphasizes an element of the game that is present in almost every RPG.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4919948, member: 22779"] But, typically, it is still only one person who gets to say "This is what it's like" at any given time. It's pretty rare for dueling Drama Points to come up in game. For one thing, it's a limited resource and most people aren't going to waste the points retconning someone else's idea. They might, but, IME, it's not that common. There's a few reasons why having a codified method is a good thing. Not that it's necessarily better than not having a codified method mind you. Groups can work perfectly well without it. However, having a codified method does a few things: [list][*]Brings the idea of player authorial control into the forefront. Instead of players passively taking in whatever the GM presents to them, possibly asking for clarification from time to time, it makes the players active participants. [*]It allows a new element of gameplay and resource management that many gamers enjoy. Do I spend my Drama Point now or later? How important is this situation to me right now? Again, it can serve to further draw the players into the game. [*]It allows the GM far more flexibility as well. The GM is no longer solely responsible for the game. Because the players have the option of altering the game at any given time, the responsiblity for making sure everyone is having a good time gets spread around a bit more.[/list] Again, let me reiterate, none of these things are exclusive to having mechanics in place. The same effects can be gotten without the mechanics, and I don't want anyone to think that I'm claiming that they cannot be. However, having the mechanics in place puts a giant sign out for the players of the game that "this is something you can do, DO IT". It simply emphasizes an element of the game that is present in almost every RPG. [/QUOTE]
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