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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Ghost Whistler on April 07, 2013, 09:39:49 AM

Title: Systems of Melodrama
Post by: Ghost Whistler on April 07, 2013, 09:39:49 AM
for a wuxia game it seemed to me pertinent to include such a thing: heroes tempted by power and ambition (the entire plot of Storm Warriors revovles around a hero turning to evil to defeat a greater evil). But I'm not sure I really want a whole suite of mechanics that ultimately seem to confine players according to certain precepts. Representing a hero's backstory, his strengths and weaknesses of character, without a bunch of dry stats that have to constantly be monitored and manipulated.



The whole merry go round of Fate points and aspects is a case in point where it can easily turn the game into a mechanical process. Is there perhaps an easier way of doing this without being overbearing?
Title: Systems of Melodrama
Post by: Phillip on April 07, 2013, 10:24:20 AM
Uh, what's wrong with just playing the character?

Interact with other people. Engage in relationships. Melodrama (sometimes even genuine drama) tends to be simply a matter of nature taking its course.
Title: Systems of Melodrama
Post by: Ghost Whistler on April 07, 2013, 12:02:39 PM
Quote from: Phillip;643796Uh, what's wrong with just playing the character?

Interact with other people. Engage in relationships. Melodrama (sometimes even genuine drama) tends to be simply a matter of nature taking its course.

Nothing at all. And there is no reason why players can't do these things on their own.

But if some game mechancis can enhance that, well so much the better?
Title: Systems of Melodrama
Post by: Piestrio on April 07, 2013, 02:35:56 PM
Quote from: Ghost Whistler;643813But if some game mechancis can enhance that, well so much the better?

That has never been my experiance. I've never seen mechanics make someone a good roleplayer.

However I have seen mechanics sap the life and focus out of people, diverting their attention and, like you said, turning the heart of the game into a mechanical process.
Title: Systems of Melodrama
Post by: TristramEvans on April 07, 2013, 03:30:23 PM
Quote from: Ghost Whistler;643813Nothing at all. And there is no reason why players can't do these things on their own.

But if some game mechancis can enhance that, well so much the better?

I find that players, on the whole, will, if they can, simply default to the rules, if rules of these kind exist. I think that if there are mechanics, they're better off being completely on the GM's side of the equation.


That said, I really recommend checking out Paul Mason's essay "Motivation in role-Playing Games" from one of the issues of Imazine, in which he goes into an at-length discussion of ways  of mechanically representing how a character's emotional state affects their chances of success w/o it directly interfering with the role-playing side of the game. I'd post it here, if the pdfs werent copy-protected.
Title: Systems of Melodrama
Post by: Phillip on April 07, 2013, 05:10:12 PM
Maybe you could adapt the rules for Personality Traits and Passions in Pendragon.

Read the discussion carefully, though. I have in mind a section that begins with the heading "Why Use Traits and Passions?" (or suchlike).

I'll tell you this up front: Using them should not be an imposition on a player.
Title: Systems of Melodrama
Post by: TristramEvans on April 07, 2013, 05:19:48 PM
Quote from: Phillip;643868Maybe you could adapt the rules for Personality Traits and Passions in Pendragon.

Read the discussion carefully, though. I have in mind a section that begins with the heading "Why Use Traits and Passions?" (or suchlike).

I'll tell you this up front: Using them should not be an imposition on a player.

the big problem I always had with these is they set up a situation where a player is rolling against an aspect of their character. I get the purpose, to encourage a medieval mindset, but I cant help that it just creates one more step of distance between the players and the personality of their character.
Title: Systems of Melodrama
Post by: Phillip on April 07, 2013, 05:34:56 PM
Quote from: TristramEvans;643870the big problem I always had with these is they set up a situation where a player is rolling against an aspect of their character. I get the purpose, to encourage a medieval mindset, but I cant help that it just creates one more step of distance between the players and the personality of their character.
Not sure just what you mean by that, but in any case it's cool and the solution is eminently simple: Just don't use them!

You pass up the whole works, advantages and disadvantages alike.

Because of that, it should be no affront to anyone who chooses to accept the package deal.