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General Tabletop Discussion
*TTRPGs General
Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8995681" data-attributes="member: 6801252"><p>Yup! This description I think captures a lot of the essence of the mindset, and I think the earlier reference of problem statements rather than complete arcs intersects well with this-- the baggage that the character carries around with them defines their story as much or more than the external plot they find themselves in. Interestingly, this makes the story a collage of different story arcs playing out based off who you drop into it. It reminds me a lot of middle Star Trek where you could perhaps imagine the likes of Tom Paris, B'Elanna Torres, Seven of Nine, or the Doctor having their arcs on DS9 as easily as on Voyager, because their character arcs are very distinct from the central arcs of those shows (but you couldn't do the same thing with the likes of Janeway or Sisko or Kira because they're too intermingled into the core plot.)</p><p></p><p>Similarly, these characters have the capacity to be entertaining even without the plot, and we're starting to see more manifestations of that outside of the tabletop space as well-- the very popular Slime Isekai (a story about a dude who reincarnates into a fantasy world as a cute little ooze) has a full length spin off series that exists entirely to tell stories about the characters that are removed from the plot (skipping along to different moments in the plot where time would be passing un-depicted to do it) literally slice of life stuff about throwing parties, character relationships, people working through trauma, things like that. People who get really invested in their character in Dragon Age love to discuss how "Their Hawke took Fenris and Isabella and moved to the coast, adopted cats and tries to live a quiet life" or something.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8995681, member: 6801252"] Yup! This description I think captures a lot of the essence of the mindset, and I think the earlier reference of problem statements rather than complete arcs intersects well with this-- the baggage that the character carries around with them defines their story as much or more than the external plot they find themselves in. Interestingly, this makes the story a collage of different story arcs playing out based off who you drop into it. It reminds me a lot of middle Star Trek where you could perhaps imagine the likes of Tom Paris, B'Elanna Torres, Seven of Nine, or the Doctor having their arcs on DS9 as easily as on Voyager, because their character arcs are very distinct from the central arcs of those shows (but you couldn't do the same thing with the likes of Janeway or Sisko or Kira because they're too intermingled into the core plot.) Similarly, these characters have the capacity to be entertaining even without the plot, and we're starting to see more manifestations of that outside of the tabletop space as well-- the very popular Slime Isekai (a story about a dude who reincarnates into a fantasy world as a cute little ooze) has a full length spin off series that exists entirely to tell stories about the characters that are removed from the plot (skipping along to different moments in the plot where time would be passing un-depicted to do it) literally slice of life stuff about throwing parties, character relationships, people working through trauma, things like that. People who get really invested in their character in Dragon Age love to discuss how "Their Hawke took Fenris and Isabella and moved to the coast, adopted cats and tries to live a quiet life" or something. [/QUOTE]
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