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- A third part is looking at how mechanics intersect between character conception and how it layers over the game fiction. I think most players don't really think about this. They assume that mechanics exist at face level. They're just the things they read and manipulate to spit out the numbers on their character sheet. Talking through how the mechanics create differences in the actual fictional approaches can be a way to talk about play style.
This is an absolutely essential part that I try to frequently talk about in hopes that one day it will become assimilated and then operationalized in the same way that traditional play discusses Rule 0 and its implications upon play.
Isn't that already the core of Narrativist design or do you think people are missing something.
Your agenda
When you play Stonetop, these should be your goals:
- Portray a compelling character
- Engage with the fictional world
- Play to find out what happens
The game’s rules and structure assume that you are pursuing these three goals, and no others. This isn’t a game that you play to win. The game doesn’t expect you to optimize your character. It’s not a game about testing your skill, and it’s not a game where you show up to be led through the GM’s story.
Your first and most important goal is to portray a compelling character. Your PC is one of the protagonists of the story. Make them worthy of that role. Don’t treat them as just a set of stats and abilities. Portray them as a person, with hopes and dreams, inner conflicts and relationships with others. Your playbook (page 50) will help you to sketch out a compelling character, but it’s your job to bring that character to life, to portray a protagonist that you and your fellow players care about.
Your second goal is to engage with the fictional world. Don’t just react to the world that the GM presents, care about it. Explore it and be curious about it. Talk with NPCs like they’re real people, get invested in their stories. And don’t just allow the world to be revealed to you—contribute! Suggest details. Ponder out loud about what things might mean. Be a fan of the world that you and the GM and your fellow players are creating together.
Finally, play to find out what happens. The rules and the dice are there to introduce uncertainty and surprises, to tell us what happens when things go wrong. Your character won’t always get what they want. You often won’t get what you expect.
Have ideas for your character’s arc and story, sure, but hold those ideas lightly. We don’t yet know what your PCs’ story will be, whether it will be a comedy or a tragedy or a little bit of both. Play to find out what happens.