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<blockquote data-quote="Ovinomancer" data-source="post: 8251993" data-attributes="member: 16814"><p>What other concept? Also, your description here isn't bleed -- these motivations aren't really aligned, even though they have the same goal, and possible frustration at the end. Presumably, the PC is feeling lots of emotions and has lots of reasons for fighting the dragon, and none of them are winning the game being played. This is a parallel issue, where a player can be emotionally invested (although I find this to be a shallow example)</p><p></p><p>That doesn't seem like the intended play of PbtA games at all. You're suggesting that these games feature shifting between advocacy for character and advocacy for story, and, while I suppose you can do this, nothing in the games directs you to do this and in fact they stay pretty rooted in character advocacy. The drama in these games is a function of GM framing and characters with meaty issues - these come up without the player choosing to force one for the good of the story. </p><p></p><p>In fact, I've seen tighter connection with character in my Blades games than in most of my D&D games. I chalk this up to the focus on character that Blades has, vice the focus on adventure that D&D has.</p><p></p><p>This is bleed-in, where the player's emotional state becomes the characters. This is being talked about as something to avoid, although I haven't spent much time thinking on it. The point of "bleed" in the article is for the player to align to and feel the emotional state of the character -- if the character is sad, the player feels sad. This is the "bleed" in the article. It's not about driving the character to act as the player feels.</p><p></p><p>The mechanics don't care about 1st person at all, but, other than that, I agree with this bit.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8251993, member: 16814"] What other concept? Also, your description here isn't bleed -- these motivations aren't really aligned, even though they have the same goal, and possible frustration at the end. Presumably, the PC is feeling lots of emotions and has lots of reasons for fighting the dragon, and none of them are winning the game being played. This is a parallel issue, where a player can be emotionally invested (although I find this to be a shallow example) That doesn't seem like the intended play of PbtA games at all. You're suggesting that these games feature shifting between advocacy for character and advocacy for story, and, while I suppose you can do this, nothing in the games directs you to do this and in fact they stay pretty rooted in character advocacy. The drama in these games is a function of GM framing and characters with meaty issues - these come up without the player choosing to force one for the good of the story. In fact, I've seen tighter connection with character in my Blades games than in most of my D&D games. I chalk this up to the focus on character that Blades has, vice the focus on adventure that D&D has. This is bleed-in, where the player's emotional state becomes the characters. This is being talked about as something to avoid, although I haven't spent much time thinking on it. The point of "bleed" in the article is for the player to align to and feel the emotional state of the character -- if the character is sad, the player feels sad. This is the "bleed" in the article. It's not about driving the character to act as the player feels. The mechanics don't care about 1st person at all, but, other than that, I agree with this bit. [/QUOTE]
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