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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9495822" data-attributes="member: 6801252"><p>A big part of what you're running into is that your players (and honestly, most players in the greater context of the hobby, as far as I've ever been able to tell) prefer to roleplay by being aligned with the character emotionally-- Han never meant to get caught up in the story of star wars, he did want to do his smuggler thing, and your players want to feel that fantasy, the one that Star Wars references but doesn't depict because the almighty plot swooped in, they want to start from that context.</p><p></p><p>They might be willing to do a Star Wars plot, but they want to start from the position of Han Solo and what he wants at the beginning of the story and develop into it organically by existing within the context of the universe-- and the context of the universe is the lore of Star Wars, rather than the plot structure of the movies. </p><p></p><p>The goal of 'getting better stuff' is a place where their character's interest aligns with something that means something to them personally, because they can feel 'better stuff' in their ability to solve problems like 'those stromtroopers over there' in the same way that Han can feel the way making upgrades to millenium falcon or picking up a new model of blaster can help him get out of trouble, even if the movie doesn't focus on that.</p><p></p><p>If they get involved in A New Hope, they want it to be because they too, wanted what Obi-Wan was paying to pay off their debt to Jabba the Hutt, the debt they incurred to get something cool, and then meet the princess and the jedi and decide they don't want to abandon these people, even once they get the chance. They want to feel like Han Solo, not George Lucas, and you're asking them to feel like George Lucas-- someone who is interested in Han Solo's life only insofar as it gets him into the plot.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9495822, member: 6801252"] A big part of what you're running into is that your players (and honestly, most players in the greater context of the hobby, as far as I've ever been able to tell) prefer to roleplay by being aligned with the character emotionally-- Han never meant to get caught up in the story of star wars, he did want to do his smuggler thing, and your players want to feel that fantasy, the one that Star Wars references but doesn't depict because the almighty plot swooped in, they want to start from that context. They might be willing to do a Star Wars plot, but they want to start from the position of Han Solo and what he wants at the beginning of the story and develop into it organically by existing within the context of the universe-- and the context of the universe is the lore of Star Wars, rather than the plot structure of the movies. The goal of 'getting better stuff' is a place where their character's interest aligns with something that means something to them personally, because they can feel 'better stuff' in their ability to solve problems like 'those stromtroopers over there' in the same way that Han can feel the way making upgrades to millenium falcon or picking up a new model of blaster can help him get out of trouble, even if the movie doesn't focus on that. If they get involved in A New Hope, they want it to be because they too, wanted what Obi-Wan was paying to pay off their debt to Jabba the Hutt, the debt they incurred to get something cool, and then meet the princess and the jedi and decide they don't want to abandon these people, even once they get the chance. They want to feel like Han Solo, not George Lucas, and you're asking them to feel like George Lucas-- someone who is interested in Han Solo's life only insofar as it gets him into the plot. [/QUOTE]
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