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What first in your TTRPGing - Story, Game or Character?
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<blockquote data-quote="Argyle King" data-source="post: 8953643" data-attributes="member: 58416"><p>For me, I prefer story and mechanics to have a coherent relationship.</p><p></p><p>If they do, I believe that story naturally emerges from mechanics whenever two collects of stays (character v character; character v world; etc) come into contact with each other. That's a reflection of what happens in real life; how a person interacts with other people and the world around them produces their story. </p><p></p><p>Coming from the other direction, I like WYSIWYG (what you see is what you get) as a default. If there is a scene in which the heroes are pinned down by sniper fire, I expect that the sniper will have a rifle and ammo on their person.</p><p></p><p>I think this way even when fantasy and sci-fi elements are involved. In the example above, maybe the sniper was using a spirit-rifle and didn't need bullets because X-amount of shots are charged up by a ritual which converts soul-energy into ammo. I believe that how non-real things would work if they did hypothetically exist is something which can be extrapolated from things we know. </p><p></p><p>It doesn't necessarily need to be a perfect 1-to-1 relationship. I'm okay with handwaving that a dragon can fly -despite their wings likely not being able to carry them if they were real. But dragons should still have wings, unless there is some other explanation for how they can fly without them. A vague sense of plausibility is something I can live with, as long as gross violations of how I would expect a situation to play out aren't commonplace without explanation.</p><p></p><p>Story and character are both equally important to me. How much distance is between the two in a game will have an impact on how I feel about interacting with the game. </p><p></p><p>Additionally, what my expectations are for what that relationship is versus what the relationship turns out to be in actual play matters. I can (and do) enjoy more abstract games if I go into them expecting an abstract experience. (D&D hitpoints are an example.)</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8953643, member: 58416"] For me, I prefer story and mechanics to have a coherent relationship. If they do, I believe that story naturally emerges from mechanics whenever two collects of stays (character v character; character v world; etc) come into contact with each other. That's a reflection of what happens in real life; how a person interacts with other people and the world around them produces their story. Coming from the other direction, I like WYSIWYG (what you see is what you get) as a default. If there is a scene in which the heroes are pinned down by sniper fire, I expect that the sniper will have a rifle and ammo on their person. I think this way even when fantasy and sci-fi elements are involved. In the example above, maybe the sniper was using a spirit-rifle and didn't need bullets because X-amount of shots are charged up by a ritual which converts soul-energy into ammo. I believe that how non-real things would work if they did hypothetically exist is something which can be extrapolated from things we know. It doesn't necessarily need to be a perfect 1-to-1 relationship. I'm okay with handwaving that a dragon can fly -despite their wings likely not being able to carry them if they were real. But dragons should still have wings, unless there is some other explanation for how they can fly without them. A vague sense of plausibility is something I can live with, as long as gross violations of how I would expect a situation to play out aren't commonplace without explanation. Story and character are both equally important to me. How much distance is between the two in a game will have an impact on how I feel about interacting with the game. Additionally, what my expectations are for what that relationship is versus what the relationship turns out to be in actual play matters. I can (and do) enjoy more abstract games if I go into them expecting an abstract experience. (D&D hitpoints are an example.) [/QUOTE]
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