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What do you want to be able to DO as a player?
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<blockquote data-quote="payn" data-source="post: 9214985" data-attributes="member: 90374"><p><strong>From a high concept level;</strong></p><p>For me, setting and campaign theme are pretty big drivers. I can do an episodic West Marches kind of game, but they usually don't hold my interest unless the GM is top of their game. So, I want a specific set of goals and goings on that appeal to the character. I think this is best accomplished in tandem with the player(s) and GM. If the game play isnt moving in that direction, I'll lose interest and eventually patience. I am ok with a GM driven idea (particularly if there is a good players campaign guide available) I just want to see it being realized in play. </p><p></p><p>For example, I had a GM that ran a cyberpunk game for us a few years ago. This GM is notorious for saying, "anything goes" but actually has some pretty specific directions they expect their campaigns to go. We wanted to start a detectives agency and solve crimes/problems in the city. The GM wanted us to start our own street gang and take over the city. That latter part, however, was never spelled out. The GM tried to move us in that direction by dead ending our pursuits and railroading us into their desired path. I felt like my character's agency was a mirage, and the real goal of the game was left unclear. </p><p></p><p>Edit: ninja'd by a more succinct [USER=7635]@Remathilis[/USER]. I want my character to influence the narrative of an interesting story. </p><p></p><p><strong>From a base mechanical level;</strong></p><p>I want a system that is flexible, yet intuitive. If a subsystem is necessary, its easy to understand. I am all good with rulings over rules style, but I believe the system has to make it easy to play that way. For my character, I want to know how to engage the mechanics to make their actions realized as intended. If the system makes it too difficult to apply, or worse, odds greatly out of favor of the character, I wont enjoy playing it.</p><p></p><p>Traveller is an example of one of my favorite games. Essentially, everything comes down to 2D6+attribute mod+ skill. The difficulty is 8, unless the Ref sees a situation it is easier or more difficult. Explain action, Ref adjudicates situation, discover result. If I can come up with clever narratives to exercise in the above paradigm quickly and numerously per session, thats a winning system for me in character play perspective.</p></blockquote><p></p>
[QUOTE="payn, post: 9214985, member: 90374"] [B]From a high concept level;[/B] For me, setting and campaign theme are pretty big drivers. I can do an episodic West Marches kind of game, but they usually don't hold my interest unless the GM is top of their game. So, I want a specific set of goals and goings on that appeal to the character. I think this is best accomplished in tandem with the player(s) and GM. If the game play isnt moving in that direction, I'll lose interest and eventually patience. I am ok with a GM driven idea (particularly if there is a good players campaign guide available) I just want to see it being realized in play. For example, I had a GM that ran a cyberpunk game for us a few years ago. This GM is notorious for saying, "anything goes" but actually has some pretty specific directions they expect their campaigns to go. We wanted to start a detectives agency and solve crimes/problems in the city. The GM wanted us to start our own street gang and take over the city. That latter part, however, was never spelled out. The GM tried to move us in that direction by dead ending our pursuits and railroading us into their desired path. I felt like my character's agency was a mirage, and the real goal of the game was left unclear. Edit: ninja'd by a more succinct [USER=7635]@Remathilis[/USER]. I want my character to influence the narrative of an interesting story. [B]From a base mechanical level;[/B] I want a system that is flexible, yet intuitive. If a subsystem is necessary, its easy to understand. I am all good with rulings over rules style, but I believe the system has to make it easy to play that way. For my character, I want to know how to engage the mechanics to make their actions realized as intended. If the system makes it too difficult to apply, or worse, odds greatly out of favor of the character, I wont enjoy playing it. Traveller is an example of one of my favorite games. Essentially, everything comes down to 2D6+attribute mod+ skill. The difficulty is 8, unless the Ref sees a situation it is easier or more difficult. Explain action, Ref adjudicates situation, discover result. If I can come up with clever narratives to exercise in the above paradigm quickly and numerously per session, thats a winning system for me in character play perspective. [/QUOTE]
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