Discussion about this post

User's avatar
Arbrethil's avatar

Good thoughts, I've run into some of the issues you describe recently in Brigadine's "Brigstein." What to call a player-controlled Braunstein actor? CC is a good word to have for grouping them with patrons and PCs.

The Imposed vs Organic split is likewise interesting to me, a fruitful ground for gameplay incentives to shape action and impose coherent tone of the campaign. Traveller (and random lifepath chargen in general) seem to do a particularly good job of keeping even Canonicals highly Organic from the start. Reserve XP and monthly upkeep mechanics fill a similar role, pushing characters to spend lavishly. It'd be interesting to run a scatter plot of games with rough estimations of the scope of their theming (i.e. the breadth of potential Organic outcomes) and their mechanical incentivization of said theming, though putting numbers to it would be tricky.

It's certainly noteworthy that many more recent D&D type games trim away the procedures that make NCCs workable. Storygames are actually an intriguing high point in that regard, while the methods differ they seem to much more often have actual procedures - probably because they can't inherit the unwritten body of procedures used for D&D style gaming.

Expand full comment
2 more comments...

No posts