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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="pemerton" data-source="post: 9841029" data-attributes="member: 42582"><p>I don't think so. </p><p></p><p>And I know this isn't true. Upthread I linked to five examples of actual play. At least one of them actually provides examples of significant character change.</p><p></p><p>"Canned" just seems like a synonym for "prepared", which is true. Like, if I decide - as per one of the examples I linked to - that my PC is trying to restore the glory of his ancestral homeland, which has fallen under the control of usurpers and outsiders, then (tautologically) that motivation is already part of the character at the start of play.</p><p></p><p>The alternative is to have my character start play with no drives, passions or relationships. That will not deliver character-oriented player-driven play. But does seem a good way to start (say) a classi dungeon-crawl game, where the only motivation my PC needs is the desire for loot.</p><p></p><p>Here, you're describing a character who <em>enters</em> play with no motivations, and hence no "reality". That's a well-known way to approach RPGing, but as I've said just above won't deliver character-oriented player-driven play.</p><p></p><p>I'm not sure where "plotting that as a milestone" comes from. [USER=16586]@Campbell[/USER] didn't say anything about <em>plotting</em>.</p><p></p><p>Also, unless the game is going to support playing a barkeeper (some RPGs will, many won't) I think there are some issues with having as a PC goal/motivation something that is all about <em>not being a participant in the activities that make up the play of the game</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9841029, member: 42582"] I don't think so. And I know this isn't true. Upthread I linked to five examples of actual play. At least one of them actually provides examples of significant character change. "Canned" just seems like a synonym for "prepared", which is true. Like, if I decide - as per one of the examples I linked to - that my PC is trying to restore the glory of his ancestral homeland, which has fallen under the control of usurpers and outsiders, then (tautologically) that motivation is already part of the character at the start of play. The alternative is to have my character start play with no drives, passions or relationships. That will not deliver character-oriented player-driven play. But does seem a good way to start (say) a classi dungeon-crawl game, where the only motivation my PC needs is the desire for loot. Here, you're describing a character who [I]enters[/I] play with no motivations, and hence no "reality". That's a well-known way to approach RPGing, but as I've said just above won't deliver character-oriented player-driven play. I'm not sure where "plotting that as a milestone" comes from. [USER=16586]@Campbell[/USER] didn't say anything about [I]plotting[/I]. Also, unless the game is going to support playing a barkeeper (some RPGs will, many won't) I think there are some issues with having as a PC goal/motivation something that is all about [I]not being a participant in the activities that make up the play of the game[/I]. [/QUOTE]
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