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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="Edgar Ironpelt" data-source="post: 9497060" data-attributes="member: 32075"><p>One common style I observed in the Old Days of D&D was of very rapid leveling up until the characters reached the Levels That Didn't Suck, at which point the emphasis and player goals moved away from "make my character better" as a top priority. </p><p></p><p>It sounds to me like your player wants very badly to play a character who is Awesome, and is trying to do the FFG/Star Wars equivalent of rapidly leveling up to a Level That Doesn't Suck in order to get the Awesome character he wants to play. My suggestion would be to let your player <em>start</em> with a character who already is Awesome, and to let that character <em>be</em> Awesome in the game (rather than, say, a desperately scrambling underdog, the sort who in read-only fiction only survives & succeeds because the Author is on his side.) In exchange, the player accepts that any improvement to his character will be glacially slow to non-existent.</p><p></p><p>Now if your game demands that the PCs always be desperate underdogs making desperate choices and always having to struggle with challenges above their weight class "because that's what make a Good Story" with no room for Awesome player characters being Awesome, then maybe your game is just not for that player.</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9497060, member: 32075"] One common style I observed in the Old Days of D&D was of very rapid leveling up until the characters reached the Levels That Didn't Suck, at which point the emphasis and player goals moved away from "make my character better" as a top priority. It sounds to me like your player wants very badly to play a character who is Awesome, and is trying to do the FFG/Star Wars equivalent of rapidly leveling up to a Level That Doesn't Suck in order to get the Awesome character he wants to play. My suggestion would be to let your player [I]start[/I] with a character who already is Awesome, and to let that character [I]be[/I] Awesome in the game (rather than, say, a desperately scrambling underdog, the sort who in read-only fiction only survives & succeeds because the Author is on his side.) In exchange, the player accepts that any improvement to his character will be glacially slow to non-existent. Now if your game demands that the PCs always be desperate underdogs making desperate choices and always having to struggle with challenges above their weight class "because that's what make a Good Story" with no room for Awesome player characters being Awesome, then maybe your game is just not for that player. [/QUOTE]
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