Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="soviet" data-source="post: 8627302" data-attributes="member: 6925338"><p>I don't think that no myth or only lightly defined characters are essential ingredients for Story Now play.</p><p></p><p>I do agree that done badly a detailed background can be abrasive to narrativist play, relegating the core tensions of a character to past events rather than future conflicts we can play out, and creating an overly elaborate but static picture of the character that the player can only try to embody, rather than feeling like a dynamic protagonist that might change and isn't always predictable. This would represent a large dose of Story Before which would absolutely be something to avoid. </p><p></p><p>But I think there is a way of using pre-planned background and a heavier weight of character detail as a way of reinforcing Story Now play too.</p><p></p><p>I made a game called Other Worlds that tries to support a Story Now agenda, and does so with PCs that are defined in advance in significant detail in the form of lots of different descriptors based on their culture, profession, goals, relationships, etc. (So freeform traits rather than an essay, but a lot of them.) I feel like in my home games this gave us a really solid grounding in who the characters were, allowing the players to immerse (yeah I said it) in the situation and making it much easier for me as GM to identify what kind of conflicts and stakes I should be throwing their way. The traits as words on a character sheet that can be evoked for a bonus (or penalty) to a roll created tensions for the player in terms of incentivising different courses of action or articulating potential internal conflicts - things like being Merciful but having sworn an Oath of Vengeance, or having abilities like Betray Ally or React with Furious Anger. Simply having to say out loud the traits the character is drawing from in each conflict is also an effective means of characterisation, showing us as the audience what's going on in the character's mind and what previous events have led up to this.</p><p></p><p>Not saying this more detailed approach is for everyone, of course. But I think it is also a valid approach to Narr play that does lead to some satisfying games.</p></blockquote><p></p>
[QUOTE="soviet, post: 8627302, member: 6925338"] I don't think that no myth or only lightly defined characters are essential ingredients for Story Now play. I do agree that done badly a detailed background can be abrasive to narrativist play, relegating the core tensions of a character to past events rather than future conflicts we can play out, and creating an overly elaborate but static picture of the character that the player can only try to embody, rather than feeling like a dynamic protagonist that might change and isn't always predictable. This would represent a large dose of Story Before which would absolutely be something to avoid. But I think there is a way of using pre-planned background and a heavier weight of character detail as a way of reinforcing Story Now play too. I made a game called Other Worlds that tries to support a Story Now agenda, and does so with PCs that are defined in advance in significant detail in the form of lots of different descriptors based on their culture, profession, goals, relationships, etc. (So freeform traits rather than an essay, but a lot of them.) I feel like in my home games this gave us a really solid grounding in who the characters were, allowing the players to immerse (yeah I said it) in the situation and making it much easier for me as GM to identify what kind of conflicts and stakes I should be throwing their way. The traits as words on a character sheet that can be evoked for a bonus (or penalty) to a roll created tensions for the player in terms of incentivising different courses of action or articulating potential internal conflicts - things like being Merciful but having sworn an Oath of Vengeance, or having abilities like Betray Ally or React with Furious Anger. Simply having to say out loud the traits the character is drawing from in each conflict is also an effective means of characterisation, showing us as the audience what's going on in the character's mind and what previous events have led up to this. Not saying this more detailed approach is for everyone, of course. But I think it is also a valid approach to Narr play that does lead to some satisfying games. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top