I felt this went against the exectations of the setting, but did it anyway and I felt the game was less for having done it.
It was specifically written on her chr sheet that she would never tell anyone her secret as they wouldn't understand
Is deciding to play against what is written a big deal? Whose's expectations are you playing to when you decide to play against what the GM wrote?
museleading wrote:Is deciding to play against what is written a big deal? Whose's expectations are you playing to when you decide to play against what the GM wrote?
Trithemius wrote:ANOTHER ASIDE: In many of the "SSS-style" games the characters are the game, I think that this is where Narayan might get some of his aggravation. These sessions are about the experience of being in someone else's position in a stressful situation, not what some of us here might see as the normal process and objectives of the games we play.
Trithemius wrote:Relying on assumptions may be a safe bet with that group you play with every week/fortnight/month for the last year/decade but with sleepy/hyper gamers it's best to not rely on assumptions and to explain things clearly so everyone is on the same page and you are all working towards the same kind of game experience.
Narayan wrote:Yeah, I don't really get this idea. I mean, I could make a game out of submitting my tax return, but why should I?
Trithemius wrote:
ASIDE:I know that in our session of The Heist the GM talked a bit about the premise and the inspirations for the game - and since we were all familiar with them we knew where to go. Perhaps this was an addition after earlier games?
I had exactly the same dilemma in "World of Darkness High" and chose the same option. My character wanted to keep the secret. My player knowledge suggested the game would stall until somebody broke their silence.museleading wrote:"It was specifically written on her chr sheet that she would never tell anyone her secret... I ignored the written words and told all... If I hadn't, I felt that the game would have gone precisely nowhere."
Armydan wrote:
First thing thoughI felt this went against the exectations of the setting, but did it anyway and I felt the game was less for having done it.
I just want to be sure here, rather than launch into a rant about inappropriate things to put on character sheets, where your expectations of the setting - in a sense - correct?....
I suppose there - the simple thing on this is that GMs write characters based in the setting as they understand it...
StuJB wrote:Hrm. We were told this, but expressed a preference for the lighter end of the genre which, it turned out, wasn't supported by the game. From my point of view, one of the characters belonged in a different genre, and the presence of that character forced the others into his genre - which wasn't the genre we thought we were playing.
Narayan wrote:So what should you do? As I see it, you have four possible choices:
1. Play the character as written and hope you don't ruin the other player's fun;
2. Play the character contrary to what is written and hope you don't derail the story;
3. Consult with the GM about this dilemma and see if you can work out a solution, or;
4. Consult the GM and other players as a group and see what the group wants.
ccth0mas wrote:I hope GMs could find some other way to describe the character, as "she would never tell anyone her secret" is inherently dull and potentially stupid.
Trithemius wrote:Clearly (to me) a game needs a character sheet too. Something that explains what the game is about, what its themes and tone might be, that stands apart from what the character knows.
It doesn't need to literally be a sheet either: some metagame "boxed text" about the game before the action kicks off or character sheets are divvied up would be fine.
museleading wrote:I rasied the same question over on RPGopinions and the consensous there seemed to be that it was ok to have such a thing on a chr sheet as it was implicitly understood this was a chr starting postition. The game would reveal it was ok to change the chr's mind.
Maybe I'm a little to literal for my own good, but I don't feel there is an implicit understanding about these things.
museleading wrote:Poppa's inital setup was my attempt to address that transition period and ensure it was crossed easily with the players moving into the game in a mindset that was appropiate. In essence, people were warmed up, aware of setting and the games themes.
I'm hoping to expose the themes a little more explicitly in my next game and play around with how that works.
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