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
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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="Pedantic" data-source="post: 8994577" data-attributes="member: 6690965"><p>I feel like I've seen this dichotomy a lot in the wild and it's caused problems at some of my tables (and in other role-playing contexts). I think it comes off a little understated here, and you're describing two pretty different flavors of character/player relationship.</p><p></p><p>You have players that are coming to a scenario with a character that exists as a complete entity entirely in their mind already. They may further define that character, or learn/create things about that character in reaction to situations, but the fundamental point of the character is not growth, but expression. They want to experience a bunch of unexpected situations because they want prompts and opportunities to explicate their character further. Sylias is a thief, and it's interesting to define that further as he takes it doesn't take things when given an opportunity. </p><p></p><p>Then you have characters that are specifically looking to change. They tend to be more embryonic, having fewer defined traits, and often present hooks specifically to a GM, with the goal of encouraging specific story beats they want to react to. The player here usually has a narrative plan. They don't need to know the whole story, but they know the progression will be "shy->friendly" or that the character will be different after a specific trauma/problem is resolved somehow. They may be looking to put weight on a given roll, or to the outcome of some mechanic to determine precisely how they change in response to the stimulus, but the player will be looking for an event (or waiting for a planned one from a backstory) to resolve so they can announce how they're different now.</p><p></p><p>The commonality here is that both players are not generally amenable to being made different by outside forces. The player is making the decisions about the character's internal world at all times. The tension comes in when either a growth focused player doesn't get the narrative they want, or doesn't get it fast enough and feels trapped in an earlier form of the character, or when an expressive player feels like the narrative is too tied up in another character to give them enough space to react and play.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8994577, member: 6690965"] I feel like I've seen this dichotomy a lot in the wild and it's caused problems at some of my tables (and in other role-playing contexts). I think it comes off a little understated here, and you're describing two pretty different flavors of character/player relationship. You have players that are coming to a scenario with a character that exists as a complete entity entirely in their mind already. They may further define that character, or learn/create things about that character in reaction to situations, but the fundamental point of the character is not growth, but expression. They want to experience a bunch of unexpected situations because they want prompts and opportunities to explicate their character further. Sylias is a thief, and it's interesting to define that further as he takes it doesn't take things when given an opportunity. Then you have characters that are specifically looking to change. They tend to be more embryonic, having fewer defined traits, and often present hooks specifically to a GM, with the goal of encouraging specific story beats they want to react to. The player here usually has a narrative plan. They don't need to know the whole story, but they know the progression will be "shy->friendly" or that the character will be different after a specific trauma/problem is resolved somehow. They may be looking to put weight on a given roll, or to the outcome of some mechanic to determine precisely how they change in response to the stimulus, but the player will be looking for an event (or waiting for a planned one from a backstory) to resolve so they can announce how they're different now. The commonality here is that both players are not generally amenable to being made different by outside forces. The player is making the decisions about the character's internal world at all times. The tension comes in when either a growth focused player doesn't get the narrative they want, or doesn't get it fast enough and feels trapped in an earlier form of the character, or when an expressive player feels like the narrative is too tied up in another character to give them enough space to react and play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
Top