Just calling them the same thing does not make them the same thing. The actual impact of the agenda and principle outlined is night and day in terms of its resulting impact on play. Your distillation isn't about the character's live or who they are as people. It's about their adventures.
Because it's not about the player - it's about the character, independently of who is playing them. I am fan of the characters in the same way I am of the characters of a show I might watch on television - I am emotionally invested in them, their struggles, who they are as people. I am curious...
In make the characters' lives not boring the important bit is the characters' lives bit is crucial. It's about centering character and immediate situation in your decisions when you pick your next move. Sure, we can have interesting and fun games that are about things external to the characters...
I meant a one-way relationship. There are obviously different methods to making the characters' lives not boring. One way just to have complicating forces bear their heads regardless or setting things up on a situation level between sessions that should make it very difficult for players to have...
Not having an agenda of make the player characters' lives not boring is not the same as having an agenda of making the player characters' lives boring. We're also specifically talking about the player characters, not the players here. I was speaking to having an active agenda where the undefined...
So, stuff that has not been established (if a cook is around close by) can neither be diegetic or not. The characters making noise trying to break in (due to a failure) and encountering a cook who was nearby (due to a GM decision to move the game forward in a way they find compelling) follows...
Miscasting definitely is a thing with a chart that includes results from chittering to opening a rift to the Realm of Chaos. Of course, the penultimate effect follows:
Spells have a magnitude set by the number of successes you get on your final spellcasting roll (casting a spell is an extended...
Careers in The Old World are really just careers, as in the thing you do between adventures in order to survive and maintain your place in society. They have a slight impact on advancement (in that they determine which characteristics are slightly cheaper for you), but their biggest impact is...
It's competence in terms of situation - not compared to the rest of the world. What we want are characters who will be faced with primarily ethical choices rather than choices about survival such that the game becomes more about survival than ethics and is also not so far above the situation...
It means the characters fit the situations - they have a stake in them, care about how they turn out, have some internal conflicts connected to them and are capable of having an impact on them.
A good example are the Dogs in Dogs in the Vineyard. They are capable of rooting out the sin in town...
I'd like to clarify that the more constrained and grounded approach I take to intent in games that use a variation of intent and task (Blades in the Dark, Daggerheart, Legend of the Five Rings Fifth Edition) is not like official or the only way to apply it's just a preference that I have. This...
Saying I prefer a process because it feels more like real life (to me) and thus helps me suspend suspension of disbelief is fine.
Using like real life as a unexamined standard that should apply to all roleplaying games and basically telling everyone who plays differently that their play is...
@AlViking
Not connected in the deterministic way some people might prefer and not connected in any way whatsoever are very different phenomenon. Like night and day. I get that if you prefer deterministic mechanics that difference may not matter to those making such statements, but it is...