Difference between revisions of "User talk:Jason"

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--[[User:Edmiao|Edmiao]] 13:36, 16 June 2008 (MST) i've never understood the issues that Jason has with our game style, despite many endless debates on the topic.   
 
--[[User:Edmiao|Edmiao]] 13:36, 16 June 2008 (MST) i've never understood the issues that Jason has with our game style, despite many endless debates on the topic.   
  
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--[[User:Dieterthebold|Dieter the Bold]] 13:56, 16 June 2008 (MST) I wasn't really getting it either, until the little exchange he and Ben had on my talk page:
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''BEN: my interpretation would be that he's trying to go for more narrativist, and less (particularly) gamist or even simulationist games. That's cool, and I do actually agree that we have a strong gamist streak in our group, as well as some very simulationist leaning players. I can imagine things might still get very frustrating for you Jason: I think we will all just have to lament, and game together in one shots n' shit.
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JASON: Ben is correct. I noticed a while back that some things really bothered me, but these were things that werent particularly unreasonable, and that other players really enjoyed. For instance, looting of all enemies and maximizing every possible attack/defense stack. The combats become an exercise in dice rolling if every attack is the same max attack. To me, thats what video games are for. Roleplaying is about developing a good story. Characters do fun and interesting things, not necessarily the thing that does the most damage or has the best probability of hitting. I can just meddle from afar and show up when I have an open night, then my nuisance-age is mitigate for all.  ;-)''
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So I started getting a kind of idea what he was meaning, and the only way I could think of that might clear things up would be a literally guided gaming session. Where he writes parts out for everyone and we just sorta' act them out as he'd imagine things (ideally) going. And then we could stop and ask questions along the way. This could, in fact, be describing the most hellish experience he could imagine, but Jason is fun to game with so I'm grasping at straws to find a workable way we can all get together again.
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--[[User:Matts|Matts]] 15:12, 21 January 2007 (MST)You've made clear several times what it is you don't like in roleplaying, but that doesn't provide a picture of what you do want from roleplaying, and I don't have a clear picture of what that is.  Is it something you'd be willing to share and elaborate on?
 
--[[User:Matts|Matts]] 15:12, 21 January 2007 (MST)You've made clear several times what it is you don't like in roleplaying, but that doesn't provide a picture of what you do want from roleplaying, and I don't have a clear picture of what that is.  Is it something you'd be willing to share and elaborate on?
  

Revision as of 15:56, 16 June 2008

--Dieter the Bold 13:10, 16 June 2008 (MST) So, the recent clarification of gaming vs. narritivist action has intrigued me. Since we'd like to have you back and you'd like to come back but don't really want to be gaming, would it work to have you script out a short adventure, just to read through so that we could see more what it is you're imagining?

--Edmiao 13:36, 16 June 2008 (MST) i've never understood the issues that Jason has with our game style, despite many endless debates on the topic.

--Dieter the Bold 13:56, 16 June 2008 (MST) I wasn't really getting it either, until the little exchange he and Ben had on my talk page:

BEN: my interpretation would be that he's trying to go for more narrativist, and less (particularly) gamist or even simulationist games. That's cool, and I do actually agree that we have a strong gamist streak in our group, as well as some very simulationist leaning players. I can imagine things might still get very frustrating for you Jason: I think we will all just have to lament, and game together in one shots n' shit.

JASON: Ben is correct. I noticed a while back that some things really bothered me, but these were things that werent particularly unreasonable, and that other players really enjoyed. For instance, looting of all enemies and maximizing every possible attack/defense stack. The combats become an exercise in dice rolling if every attack is the same max attack. To me, thats what video games are for. Roleplaying is about developing a good story. Characters do fun and interesting things, not necessarily the thing that does the most damage or has the best probability of hitting. I can just meddle from afar and show up when I have an open night, then my nuisance-age is mitigate for all.  ;-)

So I started getting a kind of idea what he was meaning, and the only way I could think of that might clear things up would be a literally guided gaming session. Where he writes parts out for everyone and we just sorta' act them out as he'd imagine things (ideally) going. And then we could stop and ask questions along the way. This could, in fact, be describing the most hellish experience he could imagine, but Jason is fun to game with so I'm grasping at straws to find a workable way we can all get together again.


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--Matts 15:12, 21 January 2007 (MST)You've made clear several times what it is you don't like in roleplaying, but that doesn't provide a picture of what you do want from roleplaying, and I don't have a clear picture of what that is. Is it something you'd be willing to share and elaborate on?

--Jason 15:45, 21 January 2007 (MST)I have been thinking about this all day. Youre right, I have been a malcontent, and I even addressed it with my new years resolution that Im already breaking. But here are some things I believe, maybe they can help illustrate my position:

Heroes are made not born. Normally this means I am against high powered games.

Nothing should be too easy. Im not a patient person, but when I am forced in game to be cautious and take baby steps, in the past I have found it to be quite enjoyable.

Players actions should have consequences, both good and bad. Sometimes we as players should fail, sometimes because we make a mistake, but sometimes things just go against us. Really bad decisions should have significant consequences.

When a major success can finally be achieved, it will be a huge accomplishment.

The game is about story over character or player, we should all be willing to do what it takes to advance the story. Characters should also be consistent, yet have a survival instinct. When situations dictate, characters should compromise.

The GM should have a lot of flexibility to implement the story and the players should trust him as well as each other. When things go poorly for us, trust that the GM has a good reason. But when making rulings, the GM should rule in favor of the player when its a toss up. Let the players play, and let them participate in creating an amazing story.

--Edmiao 19:36, 21 January 2007 (MST) I must agree that some of the most memorable moments for me have been in PA where things went horribly wrong and we survived by the skin of our teeth. Or when we did really stupid things and horrible things happened to us (like losing all my phat loot to ghosts or Wik nearly dying of infection). That said, you should be able to achieve the same thing in a high powered game by making things harder for the characters (but it may take more work). More skills required, more plot items hidden, more difficult skill test rolls.... is it ironic that you, (Jason), are gearing up a high powered supers game......? I'm excited about it!

--Jason 19:43, 21 January 2007 (MST)Its not really ironic, the games I run are geared towards what you guys would want to play in, not me. Not to split hairs, but its a standard supers game, not high powered. Still superheroes nonetheless...

--Matts 21:10, 21 January 2007 (MST)Well, all I ask is that when you run the games you run them because they're the kind of games you enjoy running - hopefully those are also the kinds of games we want to play in.

--Gdaze-- Jason, I should have my character's history to you by either today, or tomorrow. I've just got a few things I want to mull over. Also, what is the name of that one school, the supers one? Oh wait, NEVERMIND. Got it right here in an email. Alright, I shall email you the history when I have it + character.