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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="Pedantic" data-source="post: 8996564" data-attributes="member: 6690965"><p>To be fair, I don't know that I actually agree that the kind of freeform roleplay [USER=7027139]@loverdrive[/USER] is talking about is a good generalization of the form overall. That's more of an instant messenger/chatroom tradition that tends to be very focused on two (or a very small number) of participants without an overarching narrative, and tends towards one-shot or short play. I think it probably does belong in the tradition, because it has a really solid conception of inviolate characters that experience stuff coming away unchanged (except in ways they want to be changed), but it's a niche.</p><p></p><p>I think Dimension 20's short anthology D&D games are probably a better example of how this might exist inside a D&D system. There's a lot that's going unspoken and relying on the impressive improv/storytelling skills of talented performers instead of explicit discussions before/after play (though they make it clear that a lot of stuff is discussed out of character), but as an example of setting up character arcs/planned points of change within character concepts, it's a solid demonstration.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8996564, member: 6690965"] To be fair, I don't know that I actually agree that the kind of freeform roleplay [USER=7027139]@loverdrive[/USER] is talking about is a good generalization of the form overall. That's more of an instant messenger/chatroom tradition that tends to be very focused on two (or a very small number) of participants without an overarching narrative, and tends towards one-shot or short play. I think it probably does belong in the tradition, because it has a really solid conception of inviolate characters that experience stuff coming away unchanged (except in ways they want to be changed), but it's a niche. I think Dimension 20's short anthology D&D games are probably a better example of how this might exist inside a D&D system. There's a lot that's going unspoken and relying on the impressive improv/storytelling skills of talented performers instead of explicit discussions before/after play (though they make it clear that a lot of stuff is discussed out of character), but as an example of setting up character arcs/planned points of change within character concepts, it's a solid demonstration. [/QUOTE]
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