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The Perpetual Whine

Started by talysman, May 10, 2013, 01:57:07 PM

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Benoist

No such thing as a "story" in my games. What there is is a bunch of player characters and a world around them. If you go about sniping people from rooftops, sooner or later, law enforcement will be aware of the problem, and will try to intervene. It's just the world responding to the characters' actions. It's got fuck all to do with "stories" and "protagonists".

Rincewind1

Quote from: deadDMwalking;654893To be fair, the character's actions were driving the 'story'.  Ie, the game world responded to his actions.  He, more than the rest of the group, created the situation that required the DM to formulate what the response of the game world would be to the event he created.  This is the essence of being the protagonist - not that you're immune to consequences - but that you generate consequences through your actions.

Deprotagonizing him might have taken other forms, like saying 'You can't do that.  You're a well-trained Patriotic soldier and your psych exam indicates you're not likely to crack under pressure and start killing civilians' or maybe 'while you guys explore the mall, Super McCool (the DMPC) locates the bomb, cuts the blue wire with 1 second to spare, seduces the attractive woman and is showered with praise and accolades back at headquarters'.  You know, making it so the PCs either can't contribute to the story or leaving them completely out of it.

He wasn't adding to the story, he was just an obnoxious fool.

On the examples, I agree on the second one. On the first, I'd rather say that, as a GM, if the player would start doing such stuff off the hook, while we weren't meeting to play GTA the RPG, I'd first go with the voice of Common Sense speaking to the player: "Do you really think this is logical"?

If ignored, I'd let the things roll with SWAT, and have a stern discussion about expectations after the game.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

gleichman

Quote from: deadDMwalking;654893This is the essence of being the protagonist - not that you're immune to consequences - but that you generate consequences through your actions.

I would have Deprotagonizied (is that a word?) him on the spot, by booting him from the gaming group and the house.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

taustin

Quote from: deadDMwalking;654893To be fair, the character's actions were driving the 'story'.  Ie, the game world responded to his actions.  He, more than the rest of the group, created the situation that required the DM to formulate what the response of the game world would be to the event he created.  This is the essence of being the protagonist - not that you're immune to consequences - but that you generate consequences through your actions.

Or he was just an asshat and the GM (rightly) figured that'd get rid of him.

taustin

Quote from: Rincewind1;654902He wasn't adding to the story, he was just an obnoxious fool.

On the examples, I agree on the second one. On the first, I'd rather say that, as a GM, if the player would start doing such stuff off the hook, while we weren't meeting to play GTA the RPG, I'd first go with the voice of Common Sense speaking to the player: "Do you really think this is logical"?

If ignored, I'd let the things roll with SWAT,

Other than we were well past "do you really want to do that" at that point, that's pretty much it happened. He was an asshat from the moment he walked in the door. That was just the point at which he realized we knew it.

Quote from: Rincewind1;654902and have a stern discussion about expectations after the game.

The discussion after the game was where we were going to dinner. He wasn't invited.

taustin

Quote from: gleichman;654906I would have Deprotagonizied (is that a word?) him on the spot,by booting him from the gaming

Wasn't necessary. For some reason, he felt no desire to ever come back.

Quote from: gleichman;654906group and the house.

Had it been in a house, that would probably have happened long before that moment. But it was a gaming club at a university, and we weren't really allowed to do that for anything short of lighting the furniture on fire (they were really sensitive about that, though it wasn't actually us that did it.).

Benoist

Quote from: gleichman;654906I would have Deprotagonizied (is that a word?) him on the spot, by booting him from the gaming group and the house.

"Deprotagonized" Yes, it's a word. For the Forge... *cough cough*

trechriron

Quote from: Benoist;654524I saw a guy who had taken his Mythus and Mythus Magic books apart voluntarily and had gone to a binder to make one big 800+ pages tome out of them. It was a thing of beauty. I am REALLY tempted to acquire some more copies and do the same thing.

Sorry for your book though. :(

This happened to my Mythus set about 6 months in. I didn't combine (EPIC idea!) but I did have them all spiral bound except the adventure. For some reason the Necropolis was immune to deterioration. Strange...

All this talk of Mythus is making me want to seek out a set.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)

deadDMwalking

Quote from: Benoist;654896No such thing as a "story" in my games. What there is is a bunch of player characters and a world around them. If you go about sniping people from rooftops, sooner or later, law enforcement will be aware of the problem, and will try to intervene. It's just the world responding to the characters' actions. It's got fuck all to do with "stories" and "protagonists".

In the sense that the players experience the world through their characters, the 'action' such as it is, centers on them.  There may be other actions that they are never aware of (other stories) and some they learn of second hand.

But in the sense that what the players experience becomes a describeable narrative, it qualifies as a story, just as I can refer to the (admittedly boring) 'story of my life'.

I regret that the Forge has ruined common terms as far as they relate to gaming for you.  That strikes me as giving them too much power.
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Benoist

Quote from: deadDMwalking;655241I regret that the Forge has ruined common terms as far as they relate to gaming for you.  That strikes me as giving them too much power.

Rest assured. Nothing's been ruined (these terms just mean the same thing as they've ever meant to me looking at a dictionary), and I have as much fun playing games as ever. But thanks for the sympathy. I appreciate it. :)

Shawn Driscoll

I don't let whiners in my game group.

taustin

Quote from: Shawn Driscoll;655307I don't let whiners in my game group.

Don't like the competition, eh?

(That's a joke, son. I have no idea if you're a whiner or not. But somebody had to say it. Jokes don't tell themselves, you know.)