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<blockquote data-quote="The-Magic-Sword" data-source="post: 8252087" data-attributes="member: 6801252"><p>What the character is feeling, IS the story, and therefore my assertion of Mask's as creating a narrative separation between you and the character. When the GM of Masks tells me that Ronin marks angry due to another character insulting him, it doesn't matter how I think of the character Ronin is angry at, its the narrative asserting itself to make something happen in the fiction, I have to live with it. Making those dramatic things happen is the 'agenda' for the people at the table.</p><p></p><p>My DND games are more simulationist, with players setting and completing goals, the party is working together to overcome challenges, no mechanic incentivizes them to act out against one another, and there's no mechanics to reward them for doing so, and so its kind of a faux pas at most tables I've witnessed or read about to have that kind of drama take place. Solving the problems and overcoming the challenges is the 'agenda' for people at the DND table.</p><p></p><p>I've had DND players recoil from Masks, and get really annoyed that the system tells 'them' what to feel, because they're used to playing the characters as avatars used to overcome challenges, they feel that any interpersonal drama between the characters is both in the way, and actively detrimental to completing their goals in the game space.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8252087, member: 6801252"] What the character is feeling, IS the story, and therefore my assertion of Mask's as creating a narrative separation between you and the character. When the GM of Masks tells me that Ronin marks angry due to another character insulting him, it doesn't matter how I think of the character Ronin is angry at, its the narrative asserting itself to make something happen in the fiction, I have to live with it. Making those dramatic things happen is the 'agenda' for the people at the table. My DND games are more simulationist, with players setting and completing goals, the party is working together to overcome challenges, no mechanic incentivizes them to act out against one another, and there's no mechanics to reward them for doing so, and so its kind of a faux pas at most tables I've witnessed or read about to have that kind of drama take place. Solving the problems and overcoming the challenges is the 'agenda' for people at the DND table. I've had DND players recoil from Masks, and get really annoyed that the system tells 'them' what to feel, because they're used to playing the characters as avatars used to overcome challenges, they feel that any interpersonal drama between the characters is both in the way, and actively detrimental to completing their goals in the game space. [/QUOTE]
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