2005-04-19 : Turks vs. Oldsters
Scott A. H. Ruggels:
The Big change for me looking over the notes is different rules, a lot of interpersonal rleations, and the emphasis on "Story" rather than simpl the situation and background. (Lets just say that in the old days, the Background was the GM's responsibility and the players were "strong Actors", and when I GM'd I much prefered it that way. This stuff seems kind of newfangled, and a bit too touchy feely, and "Story focused" for one that came to the hobby from war gaming, and the original D&D 3 book set.
Hi, welcome! Stick around if you feel like it. I think I remember your name from rgfa; I lived in the Ennead back in uh '94 or '95, I'd have to calculate. I never posted to rgfa but I read it all.
Take it not at all personally when I say: nothing like being called artsy fartsy by an oldster to get your blood up! Here comes the traditional and expected return of fire.
I know it looks like we're emphasizing "story," scare quotes and all. But we're not. What I want out of play is the same as what you want out of play: a kickass, exciting, gripping game, where I'm my character up to the elbows and deep in the shit, and you the GM are hitting all the right points and keeping me rapt.
That's what you and I both want out of a movie or a novel, too, see it? So let's learn from other fictional forms. They've been doing this longer than we have.
The biggest reason that rules are different now than they were ten years ago is that we've stopped treating fictional causality as the be-all. Instead we're looking at the actual causality in tabletop roleplaying - the human beings playing the game and the things they say. If you want cool stuff to happen in your game, you have to get the people to say cool things. The RPGs of ten years ago - and the vast majority of today's too - have no earthly clue how.
Don't take this personally either, I'm talking about your style of play, not your self: you stopped tabletop roleplaying because it stopped being fun, right? The high points became fewer and further in the past, the payoff for your effort became less, and you couldn't figure out how to get *it* back?
1. On 2005-04-19, xenopulse said:
2. On 2005-04-19, Chris said:
3. On 2005-04-21, Yokiboy said: