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Royston's avatar

I find it interesting that you descibe the 'conscientious' approach in terms of 'work' and 'effort'. The very use of those terms does, in a way, prejudge the matter. I find the development of a character before the game to be not only a huge amount of fun and a satisfying exercise, but sometimes I enjoy it even more than the game itself. To find a way to avoid that work and effort is tantamount to finding a way to avoid that fun and satisfaction. Kind of like a band performing only covers to avoid the effort of writing their own material. It's a strange framing, and one with which I don't identify.

As for the final point about the benefits of emergent character creation, I see that quite differently too. Just because you have identified certain high-level priorities and personality traits doesn't mean that you have a predicatble algorithm for how the character will deal with a specific low-level situation. Just as a chess player always has in mind a gamut of high level strategic principles, the concrete requirements of a specific position may mean that one or more of those principles need to be overidden, resulting in an effective move that appears to go against chess wisdom. Similarly, for a real person - their responses to a situation are unlikely to be completely random, but a consequence of oft times conflicting priorities and practised responses coming to bear upon a specific situation in a way that can lead to surprising decisions. I suppose I agree wholeheartedly with the very last sentence, but disagree that a response that bears no relation to a character's personalitlity traits and lived experiences works better than one that does.

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Jack Edward's avatar

I think you've hit on something really lovely here, as someone who's made entire GM advice YouTube videos and such, and I think there's an additional factor to consider: GM principles and guidance are making their way deeply into the texts of games, but the kind of advice you're giving about how playstyle are not.

PbtA is a great example of a genre where the game is often outlining a deep ethos of GMing -- ("don't prep plots," "re-incorporate players ideas," etc) -- but almost always the player is treated as someone who should ever have a word of two of encouragement or guidance outside of the rules they have to follow. I wonder how this could be different.

An idea: When I started running Mausritter, I had a D&D 5e group, and I wanted to help them get adjusted in their playstyle. So to this day, when I run Mausritter (probably 10-15 times a year) I always read the short list of Player Principles out loud TWICE each session -- it says stuff like "Work together. Devise schemes. Recruit allies." And throwing this stuff in their face REALLY DOES help. They really do consider "let's recruit this guy instead of fighting him" when you tell them that's how the game is meant to be.

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