The Deeper Well
A Gamer Without A Cause
by James BierlyApr 20,2005
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The Deeper WellA Gamer Without A Causeby James BierlyApr 20,2005
| A Gamer Without A CauseSome gamemasters may dislike it immensely when the players challenge the authority figures of the game world. If the GM runs a game in which powers-that-be often assign missions to the PCs, the GM may want to discourage insurrection against said authority figures. However, I believe that the ability to rebel against fictional figures of authority is something that most people enjoy immensely. Plots dealing with rebellion appeal to us because we want to vicariously experience the thrill and liberation of challenging authority. Because many role-players participate in the hobby so that they can live out the things that they could never do in real life, they tend to enjoy being playing as rebels quite a bit. Some games such as Exalted, and (Classic Era) Star Wars seem to be built around the assumption that the players will make characters who challenge the powers and principalities of the world/worlds, as well as simply fulfilling the assignment of the week. The immense popularity of such games seems to suggest that there is something to my theory. So how does a game group go about exploring a successful campaign or story arc based around rebellion? A few ideas are given below.
Hope you all have a great game this week, James Bierly | |
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