Schme wrote:Russell, storytelling and role playing must be left up to the players. You cannot force it and no change ever will.
Of course. But the setting, characters, and user interface all contribute to invite roleplaying or discourage it. Also, roleplaying is cooperative, so we can help each other to roleplay by roleplaying better ourselves.
Schme wrote:And I think what you're thinking of is co-ordinated RPGs. Well, Cantr isn't and is not supposed to be one of those.
In a normal RPG, you know that your character is on a quest to become king of Ricetown or save the magic button or whatever the hell else.
Cantr is not a game where people co-ordinate to have a specific story told. It's not that kind of game. That is the reason that to do that is against the rules.
I don't think a co-ordinated RPG is what I'm thinking of. And a "normal RPG" is absolutely not what I'm thinking of.
Stories emerge from our characters just as they emerge from real people in real life. Each character's life is a story.
It's been discussed that it's important for good role play that a character have goals. This is fine, but I think many players forget about the character's life as something interesting in and of itself, regardless of the achievement of goals. Some characters are so goal driven that they forget to think, feel, emote. They are always doing but never being.
I know there are other "storytelling" games. But it doesn't take a storytelling game to tell a story.