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What first in your TTRPGing - Story, Game or Character?
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<blockquote data-quote="DrunkonDuty" data-source="post: 8953391" data-attributes="member: 54364"><p>Hmmm.</p><p></p><p>I agree with those above who've said the three are closely entangled. </p><p></p><p>When I GM I'm always thinking "story first." I do intend for the story to be one the characters and players can interact with in a fun way. I put character second, not because I value them less but because, as GM, they are not my first responsibility. They're the players' responsibility. My job is to facilitate fun for the characters with a good story.</p><p></p><p>When I'm a player I put my character first, mostly. As someone who is so often the GM I am quite aware of the GM's role when I'm a player. I realise that they have put a lot of work into the game. So I will lean into the story they've come up with. I'll accept the premise and the tropes and play with them. </p><p></p><p>The game is the dials and switches we get to flip to interact with the story and character elements. And I do enjoy me some dials and switches. But I think this element comes third for me. It's not nothing for me. I mean, I won't play DND 5e because I find the system so dull. (Full disclosure: I am playing in a 5e game but that is out of a sense of loyalty to the GM not any interest in the system.) I do like it when a system enhances certain types of story and/or character. eg. <em>Ars Magica</em> and it's magic system creates a very strong style. </p><p></p><p>Hmm. I think maybe system = style. This would make story and character as the substance. But will have to cogitate on this a bit more.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8953391, member: 54364"] Hmmm. I agree with those above who've said the three are closely entangled. When I GM I'm always thinking "story first." I do intend for the story to be one the characters and players can interact with in a fun way. I put character second, not because I value them less but because, as GM, they are not my first responsibility. They're the players' responsibility. My job is to facilitate fun for the characters with a good story. When I'm a player I put my character first, mostly. As someone who is so often the GM I am quite aware of the GM's role when I'm a player. I realise that they have put a lot of work into the game. So I will lean into the story they've come up with. I'll accept the premise and the tropes and play with them. The game is the dials and switches we get to flip to interact with the story and character elements. And I do enjoy me some dials and switches. But I think this element comes third for me. It's not nothing for me. I mean, I won't play DND 5e because I find the system so dull. (Full disclosure: I am playing in a 5e game but that is out of a sense of loyalty to the GM not any interest in the system.) I do like it when a system enhances certain types of story and/or character. eg. [I]Ars Magica[/I] and it's magic system creates a very strong style. Hmm. I think maybe system = style. This would make story and character as the substance. But will have to cogitate on this a bit more. [/QUOTE]
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