martes, 19 de agosto de 2025

Destiny #RPGaDAY2025



 Destiny as a rule,  a dice to rule our destiny. Well, the makinf off that rule isn't anything unusual since the days of  Fate and the forums of the forge. The innovation in the moment was related to changes in the rules that directly affected the narrative and interacted in multiple ways with the narrative proposed by the DM.

The player's contribution within the mechanics of the game went beyond the dichotomy of success or failure. Adding their own contribution to the description of how their character failed or how they managed to perform their action successfully added to the narrative.

So, depending on the player's participation in the game's narrative, they could gradually acquire the ability to influence destiny. To change the world, adding new elements not thought of by the narrator, even adding non-player characters or new elements to the world described. 

The process of playing with destiny led to more and more games including this type of rule in their system, sometimes changing the role of the narrator and even shifting it among all the participants throughout the game. 

In response, it seems to me that an important segment of role-players closed themselves off to innovation in the narrative aspect of gaming. That section of the hobby focused on playing more in the old style (OSR) with titles where each person's participation is fixed and unchangeable. 

Which I find a bit narrow in certain cases, because it's also true that many role-players switch between titles and play styles, which I feel is the best approach to these kinds of changes: enjoy them and use them however we want.





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