It looks like you're new here. If you want to get involved, click one of these buttons!
Posted By: MertenD&D and numerous other games, as far as I know, don't even address the question of "what I, as a player, want". There is no stake-setting from players point of view as the view itself is not supported - task resolution, by it's nature, does not take players wants into account. Task resolution happens in the context of the character, resolving if the character succeeds in what he attempts. The question of player goals is a production of conflict resolution, or vice versa. The problem with D&D and numerous other systems is that they do not, in any way, address the player/character viewpoint difference and happily let players wander in the dark, either working within the context of character or working with player goals, though with no support. Conflict resolution-based games tend to sidestep the problem by focusing solely on player viewpoint (whereas immersive playing tends to sidestep the problem by attempting to remove the player point of view and working only within the context of character).Which leaves me to wonder; where did the emphasis on player point-of-view (authro stance in terms of Forge Vocalbury, I think) originate? I don't remember seeing it being addressed (though maybe hinted at) before the rise of Story Games. Nowadays, when looking at such games, it's pretty much the only thing I see. The so called "traditional games" have always left the player/character divide unaccounted for - there seems to be an intention that players should play their characters, but how they should do it and especially why they should do it is almost never properly explained. It's just assumed that "players play the characters", because that's the way things are. This, with the fact that games have rules to resolve tasks (or conflicts, like komradebob mentioned in other thread - did it start out with rules that allow players to give modifiers to Cool Stuff or something?) and still give the GM a free ticket to override them if he so wishes, seems to be a source of a lot of confusion. If someone has published a Roleplaying for Dummies book that addresses these questions - what players and GM's are, exactly, supposed to do - I've completely missed it.