Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Crimson Binome" data-source="post: 7768745" data-attributes="member: 6775031"><p>People make self-less sacrifices all the time, in real life, so that's not un-realistic or anything. But they make sacrifices for things that matter to them, like the well-being of others, or principles like honor. As mentioned much earlier in this thread, death isn't the worst thing that can happen to a character, so making a sacrifice for the greater good can still be acting in your own best interest.</p><p></p><p>One of the big differences with NS games, and with FATE in particular, is that they ask the player to make decisions <em>against</em> the character's interests. They want the wizard's brother to die, not because it's what the character would want in any capacity, or even because it's a necessary sacrifice for the greater good that they believe in, but because it's more dramatic and narratively satisfying for the players at the table.</p><p>It's kind of hard to describe, but I'll try. </p><p></p><p>The difference between <em>being</em> the character and <em>advocating for</em> the character is a fundamental distinction in how the decisions are made. It's a different process, by which information is analyzed and weighed. From what I understand, it uses different parts of the brain, though I can't offer more specificity on that point. When you are the character, you actually imagine yourself to be in that situation, in order to find out how you would respond. You imagine the musty corridor, and the crazed zombie, and your mighty thews, and the sword in your hand; and whatever your brain kicks back for what you should do in that situation, that's what you do - that's what you say your character tries to do.</p><p></p><p>I'm not an expert on NS gameplay, but that's not the process I understand from reading the FATE Core book. What they describe is more a system of collaboratively story-telling, where you identify <em>with</em> your character but not <em>as</em> your character. It's like you're one of four writers, working on a novel or a something, and you're debating how the story should unfold. You are advocating for your character, in that you want them to be memorable and do cool things, but you don't really stop to imagine yourself in the situation before letting them do anything. You maintain your position as an outsider, even while you're making decisions for the character.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7768745, member: 6775031"] People make self-less sacrifices all the time, in real life, so that's not un-realistic or anything. But they make sacrifices for things that matter to them, like the well-being of others, or principles like honor. As mentioned much earlier in this thread, death isn't the worst thing that can happen to a character, so making a sacrifice for the greater good can still be acting in your own best interest. One of the big differences with NS games, and with FATE in particular, is that they ask the player to make decisions [I]against[/I] the character's interests. They want the wizard's brother to die, not because it's what the character would want in any capacity, or even because it's a necessary sacrifice for the greater good that they believe in, but because it's more dramatic and narratively satisfying for the players at the table. It's kind of hard to describe, but I'll try. The difference between [I]being[/I] the character and [I]advocating for[/I] the character is a fundamental distinction in how the decisions are made. It's a different process, by which information is analyzed and weighed. From what I understand, it uses different parts of the brain, though I can't offer more specificity on that point. When you are the character, you actually imagine yourself to be in that situation, in order to find out how you would respond. You imagine the musty corridor, and the crazed zombie, and your mighty thews, and the sword in your hand; and whatever your brain kicks back for what you should do in that situation, that's what you do - that's what you say your character tries to do. I'm not an expert on NS gameplay, but that's not the process I understand from reading the FATE Core book. What they describe is more a system of collaboratively story-telling, where you identify [I]with[/I] your character but not [I]as[/I] your character. It's like you're one of four writers, working on a novel or a something, and you're debating how the story should unfold. You are advocating for your character, in that you want them to be memorable and do cool things, but you don't really stop to imagine yourself in the situation before letting them do anything. You maintain your position as an outsider, even while you're making decisions for the character. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
Top