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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="Kannik" data-source="post: 9497835" data-attributes="member: 984"><p>I think I've run that adventure... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This has been a fascinating thread for me to read through. Introducing players to something new and outside of their previous gaming experience (no matter what direction that might be) is a task unique to each player, and can be even more tricky if their experiences are heavily weighted to non-tabletop-RPGs (whether board games, wargames, sports, CRPGs, etc) where getting better for the sake of getting better is a core (and can be fun) loop. </p><p></p><p>For my own group we kinda organically expanded our range of games and game types to include more games that de-emphasized character power growth to lean more heavily into character character growth & story making. The first of two things I would say that made it 'easier' for us in going that way was knowing we were doing so. So, in the case of introducing players to this style of gaming, it would be to up front introduce that this is a different game intent and gaming loop and letting them all give it a try (and I think many of the metaphors posted in this thread already can be great bridges to guide them as they explore the new playstyle). </p><p></p><p>The second was that we dove headfirst into that kind of game, leapfrogging any games that might have straddled the two or taking small steps in that direction. That prevented any distraction with any familiar bits of or temptation to get caught up in that power growth/optimization loop. Plus the scenarios are generally geared in such a way that its safer to play out vulnerabilities or to not have to focus on pure combat effectiveness. Or it's a game where you know you'll fail, and that in of itself can be liberating as well. We also gave ourselves permission to take a while to get it and to have it be awkward for a bit. </p><p></p><p>And I agree that this is also to a large degree system agnostic. As others have noted already, coming from your character vs you as the player's motivations is a skill that can be developed and engaged with no matter the system, if that's your thing. The game system may not be geared to it or 'reward' it, but if the GM is willing to work with and incorporate it (and not 'punish' it) along with the players, it's doable and rewarding. Our group plays a variety of games that could be categorized in many different ways, and no matter the game we pretty much always are keeping that character focus at the forefront. So I guess all our games, no matter the game, straddle those lines.</p></blockquote><p></p>
[QUOTE="Kannik, post: 9497835, member: 984"] I think I've run that adventure... :) This has been a fascinating thread for me to read through. Introducing players to something new and outside of their previous gaming experience (no matter what direction that might be) is a task unique to each player, and can be even more tricky if their experiences are heavily weighted to non-tabletop-RPGs (whether board games, wargames, sports, CRPGs, etc) where getting better for the sake of getting better is a core (and can be fun) loop. For my own group we kinda organically expanded our range of games and game types to include more games that de-emphasized character power growth to lean more heavily into character character growth & story making. The first of two things I would say that made it 'easier' for us in going that way was knowing we were doing so. So, in the case of introducing players to this style of gaming, it would be to up front introduce that this is a different game intent and gaming loop and letting them all give it a try (and I think many of the metaphors posted in this thread already can be great bridges to guide them as they explore the new playstyle). The second was that we dove headfirst into that kind of game, leapfrogging any games that might have straddled the two or taking small steps in that direction. That prevented any distraction with any familiar bits of or temptation to get caught up in that power growth/optimization loop. Plus the scenarios are generally geared in such a way that its safer to play out vulnerabilities or to not have to focus on pure combat effectiveness. Or it's a game where you know you'll fail, and that in of itself can be liberating as well. We also gave ourselves permission to take a while to get it and to have it be awkward for a bit. And I agree that this is also to a large degree system agnostic. As others have noted already, coming from your character vs you as the player's motivations is a skill that can be developed and engaged with no matter the system, if that's your thing. The game system may not be geared to it or 'reward' it, but if the GM is willing to work with and incorporate it (and not 'punish' it) along with the players, it's doable and rewarding. Our group plays a variety of games that could be categorized in many different ways, and no matter the game we pretty much always are keeping that character focus at the forefront. So I guess all our games, no matter the game, straddle those lines. [/QUOTE]
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