(( posted with permission of author )) Date: Sun, 19 Oct 1997 14:13:26 -0700 From: gamesman@best.com (Daniel Fruchterman) Subject: [mstcircle] Empowerment What makes a game for a player? The best game we can run is one in which the player suspends his disbelief and for a moment is his character. What does this? Innocuous rules Rules that are in the background. That fade from the forefront of the mind of the player and allows him to be his character. The more cumbersome the rules, the harder this is for the player. Empowerment When a player is allowed to act. When a player may take action and DO something. A storyteller SHOULD NEVER tell a player what his character thinks, what he feels or what he does. This disempowers a player and bores the hell out of them. What use is a player if he cannot play his character. If he cannot do anything. Example: A neonate in long campaign run with Methuselahs. The Meths are playing fine but the neonate can be easily disempowered in the long run with the Meths because they cannot act against any Meth except in what the neonate player may consider the most trivial of ways. Example: A player makes a 1st level fighter in D&D game where the rest of the party is 15th level. This is so BORING for the player when it comes to combat and treasure hunting because the player is reduced to roleplaying and not fighting because he would get squashed with one hit. Challenge/Conflict Our players are most into their characters when they are competing or striving. Not winning and not when challenging. The player that is subtlely striving in talking about art with another character showing who is more aged or has researched. The player that is arguing for his life in front of the court. We place value on in character gains so that conflict results, make something valuable and limited and others will compete. This is anything from Princedom, a domain, a status trait, a power to learn, a secret to be gained and an alliance. Growth A player loves growth. The ability to have the character change over time. BUT the player wants to be able to GUIDE the growth. Having a storyteller spend ALL of your experience for you would be pretty damn annoying. These are the major points that your job is to help with. Alot of the times we forget about most of these and focus on generating stories (conflict/challenge). Then we focus on abuses of rules. Well focus on what is behind the rules... Empowering characters as evenly as possible, making growth under the control of the player but not allowing them to abuse it, innocuous rules and items in the rules/background for players to have healthy competitive conflict over. - -Daniel Daniel Fruchterman #9308-005 MST ICC Black Team Leader gamesman@best.com The player is not a vessel to be filled but a fire to be kindled