thread: 2010-06-14 : A Bit of Hardcore
On 2010-06-18, Vincent wrote:
Rafael: "I can believe that a game system can ease the burden on the GM of creating satisfying drama, although I don't yet understand how in practice, except by redistributing the burden to the players."
It's easy! Since satisfying drama comes from passionate characters in action against adversity, all a game system has to do to ease the burden on the GM is to (a) make sure that the characters the players create and play are passionate, (b) make sure that there's adversity for the characters to act against, and (c) make sure that nothing then interferes with the characters' action against the adversity.
Now, that's how, but my saying so doesn't show you how it works in practice. In practice means game design and actual play, not conversation. You won't see how to do it in practice until you try it, either by trying to design it or by trying to play such a design.
I meant to ask before! What game or games do you usually play? How many people in your group? Is your group kind of open and flexible, people come and go, or is it closed and set? How old are you, generally—are you grown ups with kids, students, or what? Have you all been roleplaying forever, or are any of you new to roleplaying?
I'm always curious about these things and it'll help me understand where you're coming from.