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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="Umbran" data-source="post: 9496944" data-attributes="member: 177"><p>I will add that a character's in-game narrative progression isn't all about relationship with the larger world.</p><p></p><p>To use a personal example: I'm currently playing in a D&D game. My character started 1st level wizard, and second level I dipped into rogue to round out my concept. Now, I am looking at taking my second level of wizard, and have to pick a subclass.</p><p></p><p>I didn't walk into the game with a preconceived notion of subclasses for the character - in broad concept, he's got a colored past, but now would really want to settle down to become some village's sage - do a little research fiddling, make a potion or charm now and then. Nothing big. But circumstances and his intrinsic morality are pulling him into adventuring.</p><p></p><p>And, in in part due to the setting and circumstances, our fights don't typically happen in constrained spaces where I can hide behind the party fighter and paladin. So, every other session, I end up making death saves. It is starting to be a party joke.</p><p></p><p>Now, I'm about to get better somehow - I am levelling up. But I get to consider that in combination with his background, and what has happened in-game so far.</p><p></p><p>By what he wishes he were doing, he'd probably be Order of Scribes, but most of the abilities of that subclass don't really help him with what he <em>is</em> doing. I started looking at Abjurer and Diviner to give him some ways to protect himself. Then, the GM half-joking reminded me of Bladesinger.</p><p></p><p>That one matches his need (driving his AC up to keep from dying in fights), while also feeding the narrative that circumstances drive him away from what he really wants to do, and back toward his colored past - which makes it a role-playing hook the others just don't provide.</p><p></p><p>So, I get to align "getting better" with clear narrative progression and RP perspective. A trifecta!</p></blockquote><p></p>
[QUOTE="Umbran, post: 9496944, member: 177"] I will add that a character's in-game narrative progression isn't all about relationship with the larger world. To use a personal example: I'm currently playing in a D&D game. My character started 1st level wizard, and second level I dipped into rogue to round out my concept. Now, I am looking at taking my second level of wizard, and have to pick a subclass. I didn't walk into the game with a preconceived notion of subclasses for the character - in broad concept, he's got a colored past, but now would really want to settle down to become some village's sage - do a little research fiddling, make a potion or charm now and then. Nothing big. But circumstances and his intrinsic morality are pulling him into adventuring. And, in in part due to the setting and circumstances, our fights don't typically happen in constrained spaces where I can hide behind the party fighter and paladin. So, every other session, I end up making death saves. It is starting to be a party joke. Now, I'm about to get better somehow - I am levelling up. But I get to consider that in combination with his background, and what has happened in-game so far. By what he wishes he were doing, he'd probably be Order of Scribes, but most of the abilities of that subclass don't really help him with what he [I]is[/I] doing. I started looking at Abjurer and Diviner to give him some ways to protect himself. Then, the GM half-joking reminded me of Bladesinger. That one matches his need (driving his AC up to keep from dying in fights), while also feeding the narrative that circumstances drive him away from what he really wants to do, and back toward his colored past - which makes it a role-playing hook the others just don't provide. So, I get to align "getting better" with clear narrative progression and RP perspective. A trifecta! [/QUOTE]
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