Monday, May 2, 2011

Good Snowboard Films 2010

Bye, bye Munchkin!


Today I am a bit angry with my players, rather with the way they play everything be said, is that my thinking is the role which is contrary to what they think (or at least so it seems). Play the role is to interpret a role, creating a fictional character that you find interesting and get your skin, put in place and together with colleagues to undertake an adventure that moves you body and soul (or rather soul) a whole world full of other characters and unique situations.

No matter the setting, enjoy it as if medieval fantasy (D & D, LOTR), dark fantasy (Slaine, Elric), terror (Cthulhu, Zombies) or futuristic / punk (Shadowrun, Star Wars), any opportunity to immerse yourself in a new world is a chance to immerse yourself in a multitude of stories that delight. A of the drawbacks that I get is just that: "A new world? I'll have to learn what is? I pass! is very complicated!" Are you really so afraid to venture into a world not know? Would you rather stay stagnant in a model you know just for convenience? It is true that an atmosphere can lead to much, but sometimes it is convenient to change and give a new look to the matter, exploring what is unknown is exciting and inspiring, at least for me it is.


On the other hand, is the concept of bringing a character ... while for many is to get the bonus higher on the attack roll with your weapon of choice yu get the strongest possible spell, I think it's more interesting to develop a character that is not so single-minded, fact is that depending on the character will have a greater capacity to carry out a series of things than others, but it seems that everything has to focus to kill the enemy based on lightning and mandoblazos ... role play is more than that, because you can solve problems in multiple ways: not only can we enter into a fortress by force, we can also guard disguise, deception, bribery or enter stealthily.

From my point of view, a player to focus on accumulating +15 magic items, get the dowry or feature that lets you do more damage and has 200 of life at 4 is a flat character that lacks realism and which will end up boring and end boring the narrator, who always have to go looking for enemies to resist better the Scope of a bunch of characters "Munchkin" increasingly disproportionate. The thing ceases to be realistic when the guard of the fourth city to visit the players is a killing machine compared to the first city in tatters, and all will begin to fill with dragons, giants and demons, to entertain players who only seek the defeat of the enemy force, enter a dungeon with a kick in the door and kill everything in its path. I said: simple and boring, because there are many different types of adventure to those of "their way to espadazo."

Secondary to this concept of player "accumulator bonus, there is the idea that the narrator is the enemy, a shadow puppeteer who weaves the challenges for the characters and I believe its role quite the opposite, is a link between the players and the world and history that is told. Not the graphics engine, lines of programming or AI role playing PC or console, the narrator is a human who can more that, to suit the circumstances and working with a graphics engine more powerful than any other: the imagination and the ability to suggest and draw an alternate world.

I said that the narrator is a storyteller merely releasing the tirade, or arbitrator, which serves to ensure the system's rules, the narrator is much more than that and the players are also more than just subjects are limited to passively receiving the instructions of the adventure, they are characters in a world and can participate in it as they desire or think is necessary: \u200b\u200bone of the players think you have an old contact in a city and consistent, why what the narrator would not afford it despite not having calculated?, that a player will want to visit a distant country to learn more about a spell, Then get on with it! The player becomes involved in your character and initiative will be the seeds of many items also enjoy themselves.

is why I say the following, Munchkin characters Goodbye! Goodbye to all those millions of magic items and build up bonus! The role is much more than that, you enjoy a world parallel to the dedicated work of one person (the narrator) who has put his whole soul into near him, is a game that encourages teamwork and imagination and that is quite an experience for those who venture into work a little to understand it and live it.

Because if what you want is a Munchkin, we lay down some letters and we face the Balrog Astifino and black-eyed, or close to your Sword Descomunal Pulpodzilla +10. We got the board game that that I have dusted and we just rolling dice and plastic figures defeating move 6 squares per turn. That's not role, is a pseudorol (to call it somehow). And an RPG is not a board game in which elves appear, or a console game where you take a character up levels). A role play otherwise.

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