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Technical play skill + setting/situation + narrative + player dissatisfaction
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<blockquote data-quote="innerdude" data-source="post: 9206039" data-attributes="member: 85870"><p>[USER=90374]@payn[/USER] --- your comment kind of goes back to my thoughts on <em>player expectation, </em>and the idea that you want to be <em>good at what you're good at</em>, right?</p><p></p><p>In my head this is kind of a "neo-trad" sort of headspace. In the past I've used a player who says "I want to be Batman!" as an analogy. </p><p></p><p>The player who "wants to be Batman" <em>really does just want to be Batman</em>. (S)he isn't interested in playing a "gimped," lesser, unrealized version of Batman---or at least, only early on in character progression until her/his vision of Batman is met. </p><p></p><p>Anything that disallows the player to "realize" their character concept becomes a barrier to fun. </p><p></p><p>Now obviously this is contextual. "Wanting to be Batman" doesn't mean that the GM / player dynamic should always be about the player feeling awesome. But it should some of the time. And if the GM is making rulings that lead to in-fiction situations where Batman isn't being awesome, it had better be for a darn good reason with a darn good set of stakes at hand, with a darn good payoff for the player later. </p><p></p><p>Interestingly, there's an intersection between skilled play and "neo-trad" that I'm not sure I'd fully grasped before. The difference is really in the player motivation, and the level to which a GM allows flexibility in player action declarations. OSR skilled play doesn't care if <em>Batman gets to be Batman</em>, but it does care if <em>Batman has stuff to contribute to the success of the engagement at hand</em>. </p><p></p><p>Neo-trad says <em>Batman has to remain Batman, and the best way to be Batman is to do Batman-y things and do them well</em>.</p><p></p><p>The types of things both players will say probably sound a lot alike at the table. They'll just be coming from slightly different motivational / contextual spaces. </p><p></p><p>So I think I'm stumbling into another "learning" from <em>Jedi Survivor</em> ---</p><p></p><p>4 --- Character Realization. </p><p></p><p><em>GM-ing activities and techniques should, as far as possible, allow for players to achieve character actualization. </em>This can be achieved by providing situations, challenges, and engagements that accord with: </p><p></p><ul> <li data-xf-list-type="ul">Character build</li> <li data-xf-list-type="ul">Tacit / unstated goals based on character build</li> <li data-xf-list-type="ul">Explicit / stated goals identified by the player</li> <li data-xf-list-type="ul">Stakes within the setting / conflicts that speak to the above</li> </ul></blockquote><p></p>
[QUOTE="innerdude, post: 9206039, member: 85870"] [USER=90374]@payn[/USER] --- your comment kind of goes back to my thoughts on [I]player expectation, [/I]and the idea that you want to be [I]good at what you're good at[/I], right? In my head this is kind of a "neo-trad" sort of headspace. In the past I've used a player who says "I want to be Batman!" as an analogy. The player who "wants to be Batman" [I]really does just want to be Batman[/I]. (S)he isn't interested in playing a "gimped," lesser, unrealized version of Batman---or at least, only early on in character progression until her/his vision of Batman is met. Anything that disallows the player to "realize" their character concept becomes a barrier to fun. Now obviously this is contextual. "Wanting to be Batman" doesn't mean that the GM / player dynamic should always be about the player feeling awesome. But it should some of the time. And if the GM is making rulings that lead to in-fiction situations where Batman isn't being awesome, it had better be for a darn good reason with a darn good set of stakes at hand, with a darn good payoff for the player later. Interestingly, there's an intersection between skilled play and "neo-trad" that I'm not sure I'd fully grasped before. The difference is really in the player motivation, and the level to which a GM allows flexibility in player action declarations. OSR skilled play doesn't care if [I]Batman gets to be Batman[/I], but it does care if [I]Batman has stuff to contribute to the success of the engagement at hand[/I]. Neo-trad says [I]Batman has to remain Batman, and the best way to be Batman is to do Batman-y things and do them well[/I]. The types of things both players will say probably sound a lot alike at the table. They'll just be coming from slightly different motivational / contextual spaces. So I think I'm stumbling into another "learning" from [I]Jedi Survivor[/I] --- 4 --- Character Realization. [I]GM-ing activities and techniques should, as far as possible, allow for players to achieve character actualization. [/I]This can be achieved by providing situations, challenges, and engagements that accord with: [LIST] [*]Character build [*]Tacit / unstated goals based on character build [*]Explicit / stated goals identified by the player [*]Stakes within the setting / conflicts that speak to the above [/LIST] [/QUOTE]
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