Crimson Longinus
Legend
Sorry, but you need to elaborate.Takeo wanted to know what happened to his home island and thus how he ended up an orphan with a demon-possessed sword.
Sorry, but you need to elaborate.Takeo wanted to know what happened to his home island and thus how he ended up an orphan with a demon-possessed sword.
It’d be really nice to not invoke Tyrant GM Universe in these discussions for a change.
I’ll walk you though how to get from critical roll to Narrativist play. (or how I would do it at least)So I've mentioned it several times, but has none in this discussion watched Critical Role?
So I've mentioned it several times, but has none in this discussion watched Critical Role? Because I feel people's conception of D&D in these discussions often seem to be some sort of outdated near pawn stance dungeon Vietnam, that I do not recognise. That or just adventure paths. To me D&D (and just RPGs I play and run in general) look more like CR. Trad, but characters certainly aren't some sort of interchangeable afterthought even though everything wouldn't always revolve around their personal issues. And if a lot of people weren't already playing that way, now they certainly are, as at least half of the D&D GMs are trying to mimic Mercer. And I am not even thinking that he is somehow amazing, I just find his style pretty relatable even though I wouldn't agree with all his choices. Seeing it helps to understand how a lot of people these days play or at least aspire to play.
And of course that also is the playstyle which probably influenced the design of Daggerheart quite a bit.
I was never a tyrant GM even when I was running Savage Worlds for 9 years in about as "trad" a fashion as possible.
But neither was I, as GM, really giving weight to character stakes and intentions during my GM play. It simply didn't occur to me that I should be, because nothing about the "trad" culture of RPG gaming makes it seem like it needs to be a "thing" in the first place.
Running roughshod over your players thematic intentions and stakes in regard to their character isn't something that happens in trad play because the GM is a jerk. It happens because the GM largely either doesn't know, or largely hasn't been enculturated to value those inputs into how (s)he runs the game. It's just not part of "trad" GM-ing DNA, so accounting for those things as part of process resolution doesn't happen.
I see far more folks categorizing Critical Role as OC or Neotrad play, not Trad. I have not watched it myself, but my (possibly incorrect) understanding is that Mercer's players bring their PCs fully formed to the game to be told a story about those PCs in Mercer's world. There is no crucible of play nor playing to find out (beyond what Mercer has planned or improvs for the group or individual) that would push play towards Narrativist in the ways that have been discussed here.So I've mentioned it several times, but has none in this discussion watched Critical Role? Because I feel people's conception of D&D in these discussions often seem to be some sort of outdated near pawn stance dungeon Vietnam, that I do not recognise. That or just adventure paths. To me D&D (and just RPGs I play and run in general) look more like CR. Trad, [...]
"The player doesn't have to cater to what I want"? Apologies, but, well, LOL.
Really? You, the trad GM, with absolute utter power to do anything and everything to the "living world" any time you choose, regardless of effect it has on player stakes and intent, and somehow it's a good thing that "the player doesn't have to cater" to your wants?
Again, apologies, but this is a rather absurd statement.
Yeah, I think it's tough to examine our games and realize this, but like you, I know I did my fair share of this earlier on. Even when I started running D&D in a more neo-trad style (before I knew what that was, or before it was even labeled as such), it still involved a lot of GM authority.
I think the thing about games that are more story now in implementation is that it structures things for the GM and also for the players. I mean, when a player shows up with a 32 page backstory, I don't blame a GM for rolling their eyes and discarding the vast majority of it. But when there's a structure in place... a process the GM and players follow... a lot can be accomplished with minimal effort. And as @Campbell pointed out... it's not just the details, but how they inform play. These are actionable things that are determined.
I look at the game of Stonetop that I'm running and so much of what is going on in that game came from our character creation session. The Ranger had to come up with a threat he'd encountered in the forest. The Seeker came up with a strange man who gifted an artifact to him. The Blessed had vanished when he was young, and lived with wolves walking the spirit roads and only recently returned, much older than he should be.
All of this stuff has directly influenced much of our play. These things are central to it... what's the nature of the beast in the forest? What's happening to the forest? How does it connect to the spirit realm? Who was the gaunt stranger who gave the Seeker her artifact? Did he also give an artifact to a Manmarch warlord? What about the artifact held by the vizier in Marshedge? These are all questions that have come up as a result, and still matter to the game many sessions later.
If I sat down ahead of time and tried to craft all this in a more trad approach to play, I'd never have come up with these different elements, and never seen how they could connect in interesting ways that challenge the PCs and the players. It's not just about collaboration, it's about that collaboration driving play.
www.arkenstonepublishing.net
I mean it might be absurd but it’s how I play and I wouldn’t want to play any other way.
Also I don’t get the whole thing about the GM being able to do anything. I wrote down the assassin kills the princess and so I’m not free to change that. Or in the case where the assassin is there unbeknownst to the player character. I’ve got to work with what’s established about his priorities, I can't change them to let the princess live, even if I wanted to. Or maybe more accurately, I’m playing the NPC’s as I would play a player character.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.