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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8659250" data-attributes="member: 82106"><p>Hero System (in its various incarnations) starting with Champions offered a LOT of this kind of stuff, yes. You could even define how your powers worked in terms of external things like constraints and what their source might be which could definitely drive play. The game didn't quite go the next step and really make that sort of thing the core driver of play in an explicit way though. Like there's still the conception of a GM who constructs scenarios and runs the players through them. Interestingly when we played Champions my recollection is that things WERE pretty centered on how we wrote our characters. It was a side game, so the person GMing it didn't spend much prep on it (because he was running our D&D campaign too). We did think that was kind of cool, but IIRC the attitude back then was something like "Oh, gosh, this game makes you invent a bunch of backstory. Maybe we shouldn't have given the GM so much ammo to use against us!" lol. Like, the possibility was there, latent in the game, but we didn't really have the conceptual framework constructed in our heads to use it like you might use similar things in BW or even FATE based games today.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8659250, member: 82106"] Hero System (in its various incarnations) starting with Champions offered a LOT of this kind of stuff, yes. You could even define how your powers worked in terms of external things like constraints and what their source might be which could definitely drive play. The game didn't quite go the next step and really make that sort of thing the core driver of play in an explicit way though. Like there's still the conception of a GM who constructs scenarios and runs the players through them. Interestingly when we played Champions my recollection is that things WERE pretty centered on how we wrote our characters. It was a side game, so the person GMing it didn't spend much prep on it (because he was running our D&D campaign too). We did think that was kind of cool, but IIRC the attitude back then was something like "Oh, gosh, this game makes you invent a bunch of backstory. Maybe we shouldn't have given the GM so much ammo to use against us!" lol. Like, the possibility was there, latent in the game, but we didn't really have the conceptual framework constructed in our heads to use it like you might use similar things in BW or even FATE based games today. [/QUOTE]
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