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What Do You Mean By "Fun" In Your RPG?
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<blockquote data-quote="Von Ether" data-source="post: 7731792" data-attributes="member: 15582"><p>For me, there's two type of stories in RPGs. The constructed story, which can range for "Why are we here adventuring " to grand story arcs and PCs or NPCs. who feel like family.</p><p></p><p>The other is the "sport-style" story. This is where the story comes more from the players and their PCs successes and failures when interacting with the rules and taking chances. Much like how the drama around actual sporting events in not just the collection of points by the winning team, but the history of the teams and their players and how that impacts the game at hand. </p><p></p><p>Lots of sandbox games and OSR stuff seems predicated on this. It's less about Ragnor the dwarf (Bob's PC) finding his lost love, but more about how Bob's PC, Ragnor II, died due to failing his climb check and fell into a Roc nest while Bob's PC, Ragnor III, scored the crit that saved the game (and game world) when he should have died. </p><p></p><p>You can still have strokes of luck and unluck in a constructed narrative game and you can still have tales of revenge in a sports-style story, but those tend to be icing on the cake as compared to the focus.</p><p></p><p> Committed fun? For CRPGs this would be similar to grinding. You do a thing that offers some mental stimulation, but overall isn't demanding. You can just get into the zone and these lower grade mental tasks keep you busy enough to shut off other thoughts in your head For most people who like to just drive, it's sort of the same thing, I suppose.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 7731792, member: 15582"] For me, there's two type of stories in RPGs. The constructed story, which can range for "Why are we here adventuring " to grand story arcs and PCs or NPCs. who feel like family. The other is the "sport-style" story. This is where the story comes more from the players and their PCs successes and failures when interacting with the rules and taking chances. Much like how the drama around actual sporting events in not just the collection of points by the winning team, but the history of the teams and their players and how that impacts the game at hand. Lots of sandbox games and OSR stuff seems predicated on this. It's less about Ragnor the dwarf (Bob's PC) finding his lost love, but more about how Bob's PC, Ragnor II, died due to failing his climb check and fell into a Roc nest while Bob's PC, Ragnor III, scored the crit that saved the game (and game world) when he should have died. You can still have strokes of luck and unluck in a constructed narrative game and you can still have tales of revenge in a sports-style story, but those tend to be icing on the cake as compared to the focus. Committed fun? For CRPGs this would be similar to grinding. You do a thing that offers some mental stimulation, but overall isn't demanding. You can just get into the zone and these lower grade mental tasks keep you busy enough to shut off other thoughts in your head For most people who like to just drive, it's sort of the same thing, I suppose. [/QUOTE]
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