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What first in your TTRPGing - Story, Game or Character?
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<blockquote data-quote="pemerton" data-source="post: 8954020" data-attributes="member: 42582"><p>I read something once that there are five elements/factors that come together to create an RPGing experience:</p><p></p><p style="margin-left: 20px">*setting</p> <p style="margin-left: 20px">*situation</p> <p style="margin-left: 20px">*character</p> <p style="margin-left: 20px">*colour/flavour</p> <p style="margin-left: 20px">*system (= mechanics and other methods for working out what happens next)</p><p></p><p>For me, <em>colour</em> is important, in that there are some genres/flavours that even in a well-designed game don't really appeal to me (eg that's the vibe I get from Blades in the Dark).</p><p></p><p><em>System</em> is very important to me - I enjoy a variety of approaches, but there are some I don't particularly care for, especially those that lean heavily on GM pre-authorship or relatively unconstrained GM decision-making.</p><p></p><p><em>Character</em> and <em>situation</em> are both important to me, but I can play different games that prioritise them differently. Eg Agon puts situation first - the islands the characters come to as they travel home on their Odyssey-like journey. My approach to 4e D&D was mostly situation-first too.</p><p></p><p>Whereas Burning Wheel tends to be character first. And my Torchbearer game started out as situation first but feels like it might be drifting to character first.</p><p></p><p>I've played MHRP/Cortex+ Heroic Fantasy both situation first and character first. It's interesting that I think it allows for both (not at the same time, obviously).</p><p></p><p>For me, <em>setting</em> - as that extends beyond colour and situation - tends to come last. My most setting-intensive RPGing was around 30 years ago, and even then I think character and situation were higher priorities for our group.</p><p></p><p>In the context of this thread I'm not entirely sure what's meant by <em>story</em> - but if we mean <em>resolving situations</em> and <em>having the characters revealed in play</em> that's quite important to me (so eg I think I might find it hard to get into [USER=6785785]@hawkeyefan[/USER]'s Temple of Elemental Evil Game, which has little revelation of character and I suspect doesn't have the sort of intensity of situation that tends to appeal to me). I'm not really into pre-authored story (like APs or a pre-sequenced "adventure").</p></blockquote><p></p>
[QUOTE="pemerton, post: 8954020, member: 42582"] I read something once that there are five elements/factors that come together to create an RPGing experience: [indent]*setting *situation *character *colour/flavour *system (= mechanics and other methods for working out what happens next)[/indent] For me, [I]colour[/I] is important, in that there are some genres/flavours that even in a well-designed game don't really appeal to me (eg that's the vibe I get from Blades in the Dark). [I]System[/I] is very important to me - I enjoy a variety of approaches, but there are some I don't particularly care for, especially those that lean heavily on GM pre-authorship or relatively unconstrained GM decision-making. [I]Character[/I] and [I]situation[/I] are both important to me, but I can play different games that prioritise them differently. Eg Agon puts situation first - the islands the characters come to as they travel home on their Odyssey-like journey. My approach to 4e D&D was mostly situation-first too. Whereas Burning Wheel tends to be character first. And my Torchbearer game started out as situation first but feels like it might be drifting to character first. I've played MHRP/Cortex+ Heroic Fantasy both situation first and character first. It's interesting that I think it allows for both (not at the same time, obviously). For me, [I]setting[/I] - as that extends beyond colour and situation - tends to come last. My most setting-intensive RPGing was around 30 years ago, and even then I think character and situation were higher priorities for our group. In the context of this thread I'm not entirely sure what's meant by [I]story[/I] - but if we mean [I]resolving situations[/I] and [I]having the characters revealed in play[/I] that's quite important to me (so eg I think I might find it hard to get into [USER=6785785]@hawkeyefan[/USER]'s Temple of Elemental Evil Game, which has little revelation of character and I suspect doesn't have the sort of intensity of situation that tends to appeal to me). I'm not really into pre-authored story (like APs or a pre-sequenced "adventure"). [/QUOTE]
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