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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Ovinomancer" data-source="post: 7768832" data-attributes="member: 16814"><p>It's still a bad distinction, because playing for the best story over character is not a NS trait of play. It is, however, often a storygame trait of play, but NS roleplaying games tend to put character front and center and mechanics exist to keep character front and center. The FATE compel is an example of this, as the trait compelled is something that the player built into the character as something that is defining. So, compelling it is putting that character front and center when the player might not want to engage in that aspect of the character. Other system do this less obviously, like Blades in the Dark, where exhibiting your vice or your flaws earn you XP (and there's only a limited number of ways to earn XP, so doing so can potentially double your XP take for a session).</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7768832, member: 16814"] It's still a bad distinction, because playing for the best story over character is not a NS trait of play. It is, however, often a storygame trait of play, but NS roleplaying games tend to put character front and center and mechanics exist to keep character front and center. The FATE compel is an example of this, as the trait compelled is something that the player built into the character as something that is defining. So, compelling it is putting that character front and center when the player might not want to engage in that aspect of the character. Other system do this less obviously, like Blades in the Dark, where exhibiting your vice or your flaws earn you XP (and there's only a limited number of ways to earn XP, so doing so can potentially double your XP take for a session). [/QUOTE]
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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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