Robin Laws continues to be brilliant
Jun. 14th, 2007 11:03 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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What's clarified for me here is something I find very frustrating in play, but never found a definition to fit it.
Years ago (in the late 1980's) I started advocating for a play-style I called "cinematically correct". If it would look good on film, it was good.
If I was playing, I'd seek out mechanics that would let me crash through the skylight and land on my feet, or at least have something really interesting happen if I failed. If I was running, I'd flat out tell players that if they could persuade me something would look good on film, and frame it like a shot, I'd do my best to help them find a way to make it happen in the game. Or at least have something really interesting happen if they failed.
Go read it. Robin Laws is Brilliant.
no subject
Date: 2007-06-14 04:04 pm (UTC)I've been struggling with my own unwillingness to kill PCs in a grim and gritty setting, and I like the commentary in this thread about establishing the risks before the dice hit the table.
re: cinematics
Date: 2007-06-14 04:39 pm (UTC)no subject
Date: 2007-06-14 08:13 pm (UTC)"What? You want to jump down from the roof right into the ballroom and land in front of the king's throne? Badass, well, how about I give you a fate point, and we say you do that, but your 'Rival, Baron Raster' is there and he's going to demand your immediate arrest."
And so on.
no subject
Date: 2007-06-14 09:14 pm (UTC)no subject
Date: 2007-06-14 09:17 pm (UTC)I have to admit, it's something I've been guilty of as a player as well. I think it's instinctive in gamers to not get your character into too much trouble, because you don't want them to die. I also think that most people seem to think that being captured by the bad guys is a BAD thing, and they will do everything they can to avoid that. And yet, sometimes it's the best thing that can happen to a story...
no subject
Date: 2007-06-14 10:15 pm (UTC)People obviously did find solutions, not always for the better, which no doubt accounts for the myriad AD&D house rules and the explosion of new game systems which characterized the gaming industry through the '80s and into the early '90s. The current trend toward games which reward risk-taking, rather than punishing it, is merely a continuation of this overall trend. The popularity of more tactically-oriented games says a lot, though.
Ultimately, it all comes down to the people gathering around the gaming table and the social contract which they have established. Allow your players to be awesome, and they will be. You as gamemaster may need to teach this to them, as risk aversion is a fairly ingrained reaction for us hairless apes. I think the key can be found in the words of a short, warty, green-skinned elf: "You must unlearn what you have learned."
Train your players patiently and well, and in the end you'll be rewarded.
no subject
Date: 2007-06-14 10:31 pm (UTC)no subject
Date: 2007-06-15 06:00 am (UTC)Thanks for the link........
Date: 2007-06-15 03:54 am (UTC)