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Why PCs should be competent, or "I got a lot of past in my past"
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<blockquote data-quote="Celebrim" data-source="post: 9263034" data-attributes="member: 4937"><p>Where you start running into problems is when you want to let players define the game they want to play or where you want to run a game outside the box. So lets say you have:</p><p></p><p>1) "Let's play a game where we are all pirates!"</p><p>2) (Inspired maybe by "Spice and Wolf" or "Lord Valentine's Castle" or "Station 11" or "Firefly") "Let's play a game where we are travelling merchants."</p><p>3) "Let's play a gritty survival game, like we are all stone age tribesmen!"</p><p>4) "Let's play a game set on floating asteroids in a vast nebula where we fly around on flying mounts!"</p><p>5) "Let's play a dynastic game where we are all feudal landholders who are vassals to the same lord."</p><p></p><p>Or any number of other things where you have a major component to gameplay that isn't dungeon crawling where mundane every day life isn't so mundane and is in fact pretty dangerous and potentially fulfilling as an adventure fantasy.</p><p></p><p>And you might say, "Well, you are playing the wrong game.", but that implies that I know ahead of time exactly what game is going to emerge or perhaps more importantly, that the same long running campaign can't feature all of the above based on player choices at different points in the campaign. Because you know, I've been in a game that diverged across that many different types of gameplay in a single campaign/story without necessarily all of them being planned by any one participant (including the GM).</p><p></p><p>The problem isn't that I want to push "Papers and Paychecks" on my players, but that in the course of play I never necessarily know what the players are going to seize on as the fun of that moment and even in my own plans for the game there can be periods where I might really seriously care about the mundane everyday hazards of disease, heat exhaustion, and wear on the body from marching through terrain humans are ill adapted to in addition to "eaten by dinosaurs".</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9263034, member: 4937"] Where you start running into problems is when you want to let players define the game they want to play or where you want to run a game outside the box. So lets say you have: 1) "Let's play a game where we are all pirates!" 2) (Inspired maybe by "Spice and Wolf" or "Lord Valentine's Castle" or "Station 11" or "Firefly") "Let's play a game where we are travelling merchants." 3) "Let's play a gritty survival game, like we are all stone age tribesmen!" 4) "Let's play a game set on floating asteroids in a vast nebula where we fly around on flying mounts!" 5) "Let's play a dynastic game where we are all feudal landholders who are vassals to the same lord." Or any number of other things where you have a major component to gameplay that isn't dungeon crawling where mundane every day life isn't so mundane and is in fact pretty dangerous and potentially fulfilling as an adventure fantasy. And you might say, "Well, you are playing the wrong game.", but that implies that I know ahead of time exactly what game is going to emerge or perhaps more importantly, that the same long running campaign can't feature all of the above based on player choices at different points in the campaign. Because you know, I've been in a game that diverged across that many different types of gameplay in a single campaign/story without necessarily all of them being planned by any one participant (including the GM). The problem isn't that I want to push "Papers and Paychecks" on my players, but that in the course of play I never necessarily know what the players are going to seize on as the fun of that moment and even in my own plans for the game there can be periods where I might really seriously care about the mundane everyday hazards of disease, heat exhaustion, and wear on the body from marching through terrain humans are ill adapted to in addition to "eaten by dinosaurs". [/QUOTE]
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