quote:
If your idea is that the PCs are purely "metagame entities" and that they have no "existence" within the gameworld, then that is a different sort of game entirely. The NPCs then become more like "roles" and the PCs like "actors" who hop into and ad-lib the role.
Um...lets not get into this...all it does is bring up arguments over "what the true meening of RPG really is"...we all know that these types of discussions lead nowhere, and are pretty pointless...
I am a "design" first type of person. I like for both the gameworld and game design to be so tightly tied together that they cannot be seperated without breaking the overall game...to that end, to my mind, the gameworld is mainly in support of the gamedesign...I chose to use the word 'ghost' in describeing the OOC player because of what it represents...not because OOC players will actually be some form of ghost (with associated powers, abilities, and gifts/curses)...typicaly I design first then build the gameworld around those design decisions...In my experience this doesn't create weird or strange games as long as a constant design goal is maintained and worked toword...as such I typicaly value gameplay innovation much more then trying to fit different gameworlds into established gameplay designs...I'm stubbern like that, and sorry if this seems to be frustraiting even agrivateing to many of you...
I like the "drama" concept and think it could work fairly well with the game I described (which is more of a RPG "toybox" then established RPG)..
[edited by - MSW on October 13, 2002 10:49:54 PM]