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Or, to look at the problem from a different perspective
The two fundamental tenets of roleplaying games as a player are:
1) I have control over what my character does
2) The game should be fun for me
"Dramatic" behavior in the classical sense frequently violates either or both of those rules.
1) I have control over what my character does
2) The game should be fun for me
"Dramatic" behavior in the classical sense frequently violates either or both of those rules.
no subject
If "fun" means "my character does great" then yeah.
If "fun" means "telling a great story with my character as one of the leads" then you've more wiggle room.
I admit, few people want to play the person always whomped by fate. And most RPG systems aren't really set up to encourage it either. When losing means you lose the character or don't get to level, it's hard.
The only rewards are from "winning". As Kevin mentioned on LJ, you need a way to reward points for storytelling.
no subject
And therein lies the problem. Pretty much everyone wants their character to do great in the long-run (we are supposed to be heroes after all), but most people want their character to do great right now, too.
The only rewards are from "winning". As Kevin mentioned on LJ, you need a way to reward points for storytelling.
*rolls up sleeves* Right.