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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="dbm" data-source="post: 9498989" data-attributes="member: 8014"><p>I haven’t played the FFG Star Wars systems recently, but I do recall that gear was potentially still a thing in that system. And I think sci-fi particularly prone to this dilemma due to some things being extremely expensive and the assumption of a large economy. My players joke about it in the <em>Lost Colony</em> (Deadlands in space) game I am running at the moment: no need to go on adventures, just sell the ship and retire as millionaires. </p><p></p><p>If you are wanting to really shift gears then I would use a more different system which more strongly supports the style of gaming you want to run. Once your group have experienced that style of play and understand the positives (and negatives) it brings you will all be better equipped to focus on the more narrative aspects of other games if you choose to. </p><p></p><p>Personally I would run a very short campaign using something like Fate to really help them experience this aspect of RPGs. In Fate gear doesn’t necessarily have bonuses when you use it, so there is little to no incentive to focus on acquiring it. Fate’s aspects also mechanise genre tropes, so it will encourage your group to get their head round the concept and how they work. </p><p></p><p>Running a 2-3 session mini campaign will let them try this out a bit more deeply than just a 1-shot without requiring massive commitment.</p></blockquote><p></p>
[QUOTE="dbm, post: 9498989, member: 8014"] I haven’t played the FFG Star Wars systems recently, but I do recall that gear was potentially still a thing in that system. And I think sci-fi particularly prone to this dilemma due to some things being extremely expensive and the assumption of a large economy. My players joke about it in the [I]Lost Colony[/I] (Deadlands in space) game I am running at the moment: no need to go on adventures, just sell the ship and retire as millionaires. If you are wanting to really shift gears then I would use a more different system which more strongly supports the style of gaming you want to run. Once your group have experienced that style of play and understand the positives (and negatives) it brings you will all be better equipped to focus on the more narrative aspects of other games if you choose to. Personally I would run a very short campaign using something like Fate to really help them experience this aspect of RPGs. In Fate gear doesn’t necessarily have bonuses when you use it, so there is little to no incentive to focus on acquiring it. Fate’s aspects also mechanise genre tropes, so it will encourage your group to get their head round the concept and how they work. Running a 2-3 session mini campaign will let them try this out a bit more deeply than just a 1-shot without requiring massive commitment. [/QUOTE]
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