Saturday, October 21, 2017

Play Styles.

Introduction.

There are many of possible goals & play styles, people can play as they wish ... but not everyone will want to play with those who abuse, and i think it's wise to avoid harmful 'company'.

... playstyles can be combined - one can include skills/powers in talk, expressions, descriptions, etc.

Powergaming doesn't have to exclude 'playing roles'.

... initial character idea often evolves after character's creation.

... failinig is character development, i think.


Evoking moods.

i started Game-Mastering with 'Ravenloft' AD&D Horror Game setting. Earlier tries with 'Crystals of Time' were far too unsignificiant to consider them a true start.

Various types of scares, romaticism, evoking various feelings & moods were taught & considered to play with, to entertain.

Word plays, acting, voice modulation were considered, as well as building up tensions, drama & other tools.


Intelectual Game.

Many players love intellectual challenges - social games, politics, puzzles, plotting, scheming, combat tactics and/or problem solving.


Power Gaming.

Many players like to feel power, advantage over others - either over other players, their characters or game-master-guided adversaries.

i think that lessons of skillfull and responsible power-wielding can be nice challenges, ... - but there's danger of very quick escalation into immaturity, into conflicts and/or worse.

...

... is 'dressing nicely' a form of powergaming?

...

Friday, June 2, 2017

Going beyond a Class & Archetype.

There are roleplaying games with character classess, such as Dungeons & Dragons.

Strictly adhering to selected class is somewhat limiting, as far as character's description & idea originality goes.

Class is a stereotype, but also a 'framework' for a character.

To enrich storytelling, characters & game masters can use character class to describe character's abilities, then come up with alternate description & name for an in-character's profession.

This can include unusual background, morality, personality, goals - as well as a weapon, armour & tool choices, etc.

Examples:

1. Is Your Monk-class character in fact a Yogin? Which of monastic vows he did take, which he did not?

2. Is Your Fighter-class character is in fact ceremonial warrior of a temple? Does he fight in Ceremonial Robes instead of in a Full-Plate Armour? How he thinks about violence & harm, how he thinks about self-defence & protecting others? Does he eat meat?

3. Is your Cleric-class character coming from far-eastern continent in fact a Mage-Priestess caste member, a worshipper of light & shadow? A godless sect believing in self-realization & self-ascension? Is she gentle & pragmatic or ruthless & brutal? Did she swore to not use certain weapons because of her religion?


There's lot of possibilities for character design, even with limiting factor of a character classes - but let's not deny it - skill based character creation usually offers more of flexibility for character creation than class-systems.