Nov 21, 2010
Hi and welcome back to Narrative Control. This week
we're talking about the sacred cows at the gaming table. What are
the things that a player doesn't want to see changed about their
character. Brought to you by a conversation between Sean and
[00:27] Welcome back to the show. We talk about the
RPGGeek's GoldenGeek Award
. We didn't
win, but congratulations to YSDC: Cthulhu Podcast
[02:05] High stakes gambling in Vegas! Wagering on RPG
minutiae at Neoncon.
[03:37] The crux of the episode: What changes result in the
character not being fun anymore
[03:48] Advancement versus change
[05:28] Changing a core concept of a character. Does it
break the character?
[06:27] What is fixed and what's open to change. Fred
Hicks' concept of "the character sheet as a love letter to the
[07:10] Beliefs in Burning Wheel; more about what is your
character going to do.
[08:11] An example of a persistent trouble: Alcoholism in Iron
[08:42] An example of a more evolving trouble.
[09:10] Fattig's favorite foibles.
[11:52] Why would we change a persistent character
[12:26] Dresden example: A compelling plot twist that makes
sense. But it affects the character to the detriment of the
game. Changing a character element
that doesn't break the character. On the contrary, it drives
the character forward.
[15:34] Sean drives a player bonkers in Silver Age
[18:05] Players want to change on their own terms.
[18:25] Finding the untouchable elements on your own character
[20:29] Make no mistake though, change is critical.
[21:02] Communicate with your GM. Let them know what is
core that you don't want to let go of.
[21:29] The character sheet won't tell you what the character
wants to change versus what they want to hold onto.
[22:27] As a GM, pay attention to the brainstorming sessions,
and ask questions.
[24:28] "Just because your characters really good at
something, may not be what they're about. It may be about not
[26:38] Reading into a player's favorite issues based on
[27:25] What to do when communication fails, and a sacred cow
gets trampled in play.
[29:40] A core concept changed in play in a moment from
[31:28] Recognize that something's gone wrong, and talk about
[35:59] If you do change something about the character as the
GM, give the player options.
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