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<blockquote data-quote="Imaro" data-source="post: 4887872" data-attributes="member: 48965"><p>Well I pretty much disagree with this premise, again using Mouseguard as an example, a large part of the game is exploring one's characters beliefs. Now if the beliefs of one's character could never change, adapt, evolve or grow... then perhaps it would only be great for one shots and mini-campaigns (but of course this has more to do with the design of the game than what it's about). However because Mouse Guard takes this into account, it can only become boring or stale if your players run out of ideas for their beliefs. I think you're grouping in very broad, and not necessarily applicable terms here.</p><p></p><p></p><p></p><p>All I see here, is the assumption that if it exists as a stat it must be what the game is about... which is not in fact what is being discussed. It's akin to saying just because SWSE has a Strength stat doesn't make it about lifting things... yes that's correct. But that in no way is addressing the original statement. </p><p></p><p>What's being said is that what the game is about should, through it's stats and/or a single stat, address what it is about and make that the focus of the game for the PC's.</p><p></p><p></p><p></p><p>No you could not force your game to be about hope with just a "Hope" mechanic... however if you created a D&D character sheet and had a prominent spot where a "Hope" stat was inserted, you're telling me your players wouldn't be curious about it? Now let's take it a little further, they ask you what it's for... and you explain to them how it will feature prominently in the gameplay of the next campaign, through what it is composed of and how it interacts in major ways with their character...</p><p></p><p>Now at this point one of your players may say... "Eh, doesn't sound like something I'm interested in."... and that's fine, same as genre you need buy in and if it's not there the game will suck. However what if your group goes "Cool, let's play"... more than likely your D&D game will now be about hope, in the capacity that you have chosen to explore it in.</p><p></p><p>I see this as no different from saying we're going to play in a gothic horror setting and expecting, after everyone agrees, for players to buy in. You call that railroading but I don't see it that way.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4887872, member: 48965"] Well I pretty much disagree with this premise, again using Mouseguard as an example, a large part of the game is exploring one's characters beliefs. Now if the beliefs of one's character could never change, adapt, evolve or grow... then perhaps it would only be great for one shots and mini-campaigns (but of course this has more to do with the design of the game than what it's about). However because Mouse Guard takes this into account, it can only become boring or stale if your players run out of ideas for their beliefs. I think you're grouping in very broad, and not necessarily applicable terms here. All I see here, is the assumption that if it exists as a stat it must be what the game is about... which is not in fact what is being discussed. It's akin to saying just because SWSE has a Strength stat doesn't make it about lifting things... yes that's correct. But that in no way is addressing the original statement. What's being said is that what the game is about should, through it's stats and/or a single stat, address what it is about and make that the focus of the game for the PC's. No you could not force your game to be about hope with just a "Hope" mechanic... however if you created a D&D character sheet and had a prominent spot where a "Hope" stat was inserted, you're telling me your players wouldn't be curious about it? Now let's take it a little further, they ask you what it's for... and you explain to them how it will feature prominently in the gameplay of the next campaign, through what it is composed of and how it interacts in major ways with their character... Now at this point one of your players may say... "Eh, doesn't sound like something I'm interested in."... and that's fine, same as genre you need buy in and if it's not there the game will suck. However what if your group goes "Cool, let's play"... more than likely your D&D game will now be about hope, in the capacity that you have chosen to explore it in. I see this as no different from saying we're going to play in a gothic horror setting and expecting, after everyone agrees, for players to buy in. You call that railroading but I don't see it that way. [/QUOTE]
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