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What D&D should learn from a Song of Ice and Fire (Game of Thrones)
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<blockquote data-quote="Umbran" data-source="post: 6308506" data-attributes="member: 177"><p>Except that each group uses it for different things, creatively speaking. We are not all in it specifically to "create all emotions". So, baking certain things into the core experience (like high mortality rate) can be troublesome. Not baking it in is also troublesome. There are choices to be made, as the game cannot be all things to all people. </p><p></p><p>I would expect the designers to aim at a fairly common desire. I am not sure the really deep emotional stuff you're talking about is really appropriate for the mass market.</p><p></p><p></p><p></p><p>The primary difference between the D&D player and the SoIaF reader is authorship. The reader may be somewhat attached to a character, but the character is not *theirs*. They do not own the character, and they know they are a passive viewer of the action. In D&D, the player is, in a sense, the primary author of their character in a collaboration, and that's a different connection.</p><p></p><p>Note that one of the the things that makes GRRM popular is his rare willingness to kill characters. Most authors love their characters too much to willfully kill them the way Martin does. So, expecting D&D players is kind of expecting them to be like a unique breed of author that isn't common - perhaps not a great expectation.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6308506, member: 177"] Except that each group uses it for different things, creatively speaking. We are not all in it specifically to "create all emotions". So, baking certain things into the core experience (like high mortality rate) can be troublesome. Not baking it in is also troublesome. There are choices to be made, as the game cannot be all things to all people. I would expect the designers to aim at a fairly common desire. I am not sure the really deep emotional stuff you're talking about is really appropriate for the mass market. The primary difference between the D&D player and the SoIaF reader is authorship. The reader may be somewhat attached to a character, but the character is not *theirs*. They do not own the character, and they know they are a passive viewer of the action. In D&D, the player is, in a sense, the primary author of their character in a collaboration, and that's a different connection. Note that one of the the things that makes GRRM popular is his rare willingness to kill characters. Most authors love their characters too much to willfully kill them the way Martin does. So, expecting D&D players is kind of expecting them to be like a unique breed of author that isn't common - perhaps not a great expectation. [/QUOTE]
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