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#101 | |
Join Date: Jan 2008
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By using the term "fraught relationships" I was trying to call attention to the fact that not all relationships qualify--thank you for asking for more detail. Essentially each player needs to define IIRC two or more relationships with other players' characters, define what emotional reward he wants from that other character, and then work together with the other players to decide why that other character cannot give that thing. Examples given on pg 16 of the rules include: 1.) Approval from your father. ("I withhold approval because I want you to keep striving.") 2.) Love from your mother. ("I could never love you as I should have, because when you were born I was still in mourning for your brother.") 3.) To punish your brother. ("Who wants to be punished? I'll resist your madness, as anyone would.") 4.) To be punished by the ex-lover you betrayed. (No example given, but "I still love you and want you to be happy" would work.) 5.) To achieve dominance over a rival warrior. ("Even if you were to best me, which you never will, I'd rather be struck mute than admit it.") 6.) "Why can't you be happy for me?" ("Happiness is a dream for fools.") The network of emotional needs between characters (along with other things like each character's dramatic poles and the theme of the episode) provides a foundation for tension for players to explore. Fraught relationships can change over the course of play but knowing what they are is an important starting point for creating interesting scenes. Aside: one impact that DramaSystem has had on my DFRPG games is how I create villains, and how I roleplay the impact of setbacks and defeats on those villains. Dying with a smirk on your face is one thing; feeling "punished" by the player characters is another thing. I think that's part of the secret behind the popularity of villain monologues--but once you realize that letting players "win" emotionally is the key, you also realize that it doesn't have to be a monologue! It could be a diary recounting the villain's nightmares, or a cowardly surrender, or a screaming rant at a subordinate. That will make the villains who deny their enemies an emotional victory all the better. Last edited by sjmdw45; 06-07-2023 at 05:56 PM. |
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#102 | |
Join Date: Jan 2008
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It's fine if you're not into DramaSystem. It's not better at YOUR thing than GURPS is. It's better at ITS thing, especially as measured by the density of dramatic scenes per table-hour. Also you seem to be recounting emotional reactions in players, whereas DramaSystem is about the emotions of characters. Apples and oranges. Last edited by sjmdw45; 06-07-2023 at 05:55 PM. |
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#103 | |
Join Date: Jun 2005
Location: Lawrence, KS
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There's also the factor that I may want to see if the other players can figure out my character. There was the time, for example, that I signed on to play in a campaign set in Dragaera, and I played a Dzur noble—but I didn't want him to be a sorcerer, so I made him not very bright. In fact I named him Bertran and modeled him on Bertie Wooster, though with a style of dialogue inspired by Paarfi of Roundwood. It would haver spoiled the fun to tell the other players, "Oh, and he's Bertie Wooster!" It sounds as if you're saying that every scene has to end with one character wanting something from another character, and not getting it. And while I'm willing to have that level of conflict in a campaign, I would find it constraining to have it as mandatory, or even as the default assumption.
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Bill Stoddard I don't think we're in Oz any more. |
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#104 | ||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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SCORE! Congratulations, you win! (This is not ironic or insincere) This is why I read every game I can get my hands on. I may never use the game, but I might learn something that makes me a better GM. You just validated its existence to me. You're good. Quote:
Just. This. |
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#105 | |
Join Date: Jan 2008
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RE: (A) no, that's optional. It would even be theoretically possible for every scene to end up granting the implicit petition, but of course in practice that doesn't happen. Players are not so pliable. In practice denial will happen sometimes because it makes roleplaying sense--or even because the other player doesn't realize what the petition is! ("I wanted you to blame me but you just kept being so nice that I felt even more horrible.") P.S. Paarfi is hilarious. Last edited by sjmdw45; 06-07-2023 at 06:20 PM. |
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#106 |
Join Date: Jan 2008
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#107 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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This was not planned. This is how it worked out. Because GURPS. |
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#108 |
Join Date: Jun 2017
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Hm.....I feel like GURPS could use a little more support for playing non-humanoid animals. Expand Bunnies & Burrows out.
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Pronoun: "They/She" |
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#109 | |
Join Date: Jun 2005
Location: Lawrence, KS
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In that same campaign, though, midway in, we brought in a new player character, Sterling. She was Superman's illegitimate granddaughter from a planet of bisexual polyamorous women (Superman had started his career in 1938; his illegitimate son, "Superboy," later called Steel, started his in 1946; he eventually spent time on another planet as the lover of its queen, by whom he had a daughter who eventually came to Earth). And after a while, her teammates decided to take her out and show her what Earth people did for enjoyment. So, among other things, they went to a good restaurant where Diana Trevor (still agelessly beautiful) was having dinner with her quite elderly husband Steve; they dropped in on Zatanna's fiftieth birthday party, and she introduced him to his father, John Constantine; and they went to a night club owned by Lucifer, where Gabriel had dropped in and he and Lucifer were trying to jam together—and both were playing brilliantly, but utterly failing to get together. So in the course of this, Sterling danced with (the original) Captain Marvel. And eventually they had a conversation on a rooftop where they acknowledged that they were attracted to each other—but decided that it wouldn't work, because Captain Marvel was Professor William Batson, born around 1930, and with rather traditional assumptions about morality, and Sterling had quite different assumptions. That was definitely an emotional question for the characters, and a very well played one. But it wasn't a thing we had set up, or agreed on in advance; it was emergent. I just like to see things like that emerge spontaneously from roleplaying. They follow from the way the characters are conceived, but they aren't defined as specific conflicts; they appear during play. That's my preferred approach.
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Bill Stoddard I don't think we're in Oz any more. |
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#110 | ||
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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But that's not what I was talking about. I guess I was talking about the "feel" of some mechanics. Fright Checks "feel" differently than the CoC SAN madness spiral which "feels" differently than the Alien RPG stress mechanic. GURPS has many options for, say, magic systems, so you get the magic system that "feels" right for the genre/setting you want to emulate. But it doesn't have as many options for other things, and that's where I reach out to other systems. Does that make any sense? |
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