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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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="pemerton" data-source="post: 6862572" data-attributes="member: 42582"><p>I agree with this too, but to me this just reiterates my point upthread about varying play styles.</p><p></p><p>If the aspiration for play is to create a character - including, perhaps, a weaker-than-default character - and then see what happens, the exercise of agency is in designing that character. The rest of play isn't about agency at all, but finding out what happens. If, <em>in play</em>, the GM reduces the character's weaknesses, then that's just part of what happens. (And drives home that such a game is GM rather than player driven.)</p><p></p><p>If the aspiration for play is protagonism, then the idea that it is an expression of agency to reduce the mechanical capacity to impact the fiction verges on the self-contradictory.</p><p></p><p>Related to these variations, I think, is something else that I'm not 100% clear on but seems to be a definite theme in some posts on this thread: the idea that it's <em>virtuous</em> for a player to renounce mechanical capacity to impact the fiction, and that it is a personality flaw (or, at least, not a virtue) for a player to aspire to impact the fiction via the mechanics. It's a type of lauding of passivity.</p><p></p><p>It reminds me a bit of <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">Ron Edwards on ouija-board roleplaying</a>:</p><p></p><p style="margin-left: 20px">How do Ouija boards work? People sit around a board with letters and numbers on it, all touching a legged planchette that can slide around on the board. They pretend that spectral forces are moving the planchette around to spell messages. What's happening is that, at any given moment, <em>someone</em> is guiding the planchette, and the point is to make sure that the planchette always appears to everyone else to be moving under its own power.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Taking this idea to role-playing, the deluded notion is that Simulationist play will yield Story Now play without any specific attention on anyone's part to do so. The primary issue is to maintain the facade that "No one guides the planchette!" The participants must be devoted to the notion that stories don't need authors . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Rarely, another person participates and (horrors!) actually overtly moves the planchette, or discusses how it's being moved. That person is instantly ejected, with cries of "powergamer!" and "pushy bastard!"</p><p></p><p>In my experience, the way to reliably get dramatic play is to have players prepared to push their PCs in dramatic directions (that is, to overtly move the planchette). To do this, they need mechanical agency.</p><p></p><p>I'm also reminded of this passage from <a href="https://www.rpg.net/oracle/essays/itoolkit3.html" target="_blank">Chris Kubasik's "Interactive Toolkit"</a>:</p><p></p><p style="margin-left: 20px">Characters drive the narrative of all stories. However, many people mistake <em>character</em> for <em>characterization</em>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Characterization is the look of a character, the description of his voice, the quirks of habit. Characterization creates the concrete detail of a character through the use of sensory detail and exposition. By "seeing" how a character looks, how he picks up his wine glass, by knowing he has a love of fine tobacco, the character becomes concrete to our imagination, even while remaining nothing more than black ink upon a white page.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">But a person thus described is not a <em>character</em>. A character must do.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Character is action. . . . This means that the best way to reveal your character is not through on an esoteric monologue about pipe and tobacco delivered by your character, but through your character's actions.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">But what actions? Not every action is true to a character; it is not enough to haphazardly do things in the name of action. Instead, actions must grow from the roots of Goals. A characterization imbued with a Goal that leads to action is a character.</p><p></p><p>Characterisation of a PC, as set out by Kubasik, is <em>passive</em>. It doesn't involve the player actually impacting the fiction. But until we actually see the player establishing and acting on a goal for his/her PC - not just lamenting the death of his/her father, but actively pursuing it - we won't have a dramatic arc. And this requires the tools to <em>act</em> within, and upon, the fiction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6862572, member: 42582"] I agree with this too, but to me this just reiterates my point upthread about varying play styles. If the aspiration for play is to create a character - including, perhaps, a weaker-than-default character - and then see what happens, the exercise of agency is in designing that character. The rest of play isn't about agency at all, but finding out what happens. If, [I]in play[/I], the GM reduces the character's weaknesses, then that's just part of what happens. (And drives home that such a game is GM rather than player driven.) If the aspiration for play is protagonism, then the idea that it is an expression of agency to reduce the mechanical capacity to impact the fiction verges on the self-contradictory. Related to these variations, I think, is something else that I'm not 100% clear on but seems to be a definite theme in some posts on this thread: the idea that it's [I]virtuous[/I] for a player to renounce mechanical capacity to impact the fiction, and that it is a personality flaw (or, at least, not a virtue) for a player to aspire to impact the fiction via the mechanics. It's a type of lauding of passivity. It reminds me a bit of [url=http://www.indie-rpgs.com/_articles/narr_essay.html]Ron Edwards on ouija-board roleplaying[/url]: [indent]How do Ouija boards work? People sit around a board with letters and numbers on it, all touching a legged planchette that can slide around on the board. They pretend that spectral forces are moving the planchette around to spell messages. What's happening is that, at any given moment, [i]someone[/i] is guiding the planchette, and the point is to make sure that the planchette always appears to everyone else to be moving under its own power. Taking this idea to role-playing, the deluded notion is that Simulationist play will yield Story Now play without any specific attention on anyone's part to do so. The primary issue is to maintain the facade that "No one guides the planchette!" The participants must be devoted to the notion that stories don't need authors . . . Rarely, another person participates and (horrors!) actually overtly moves the planchette, or discusses how it's being moved. That person is instantly ejected, with cries of "powergamer!" and "pushy bastard!"[/indent] In my experience, the way to reliably get dramatic play is to have players prepared to push their PCs in dramatic directions (that is, to overtly move the planchette). To do this, they need mechanical agency. I'm also reminded of this passage from [url=https://www.rpg.net/oracle/essays/itoolkit3.html]Chris Kubasik's "Interactive Toolkit"[/url]: [indent]Characters drive the narrative of all stories. However, many people mistake [I]character[/I] for [I]characterization[/I]. Characterization is the look of a character, the description of his voice, the quirks of habit. Characterization creates the concrete detail of a character through the use of sensory detail and exposition. By "seeing" how a character looks, how he picks up his wine glass, by knowing he has a love of fine tobacco, the character becomes concrete to our imagination, even while remaining nothing more than black ink upon a white page. But a person thus described is not a [I]character[/I]. A character must do. Character is action. . . . This means that the best way to reveal your character is not through on an esoteric monologue about pipe and tobacco delivered by your character, but through your character's actions. But what actions? Not every action is true to a character; it is not enough to haphazardly do things in the name of action. Instead, actions must grow from the roots of Goals. A characterization imbued with a Goal that leads to action is a character.[/indent] Characterisation of a PC, as set out by Kubasik, is [I]passive[/I]. It doesn't involve the player actually impacting the fiction. But until we actually see the player establishing and acting on a goal for his/her PC - not just lamenting the death of his/her father, but actively pursuing it - we won't have a dramatic arc. And this requires the tools to [I]act[/I] within, and upon, the fiction. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
Top