Although i would also add that just because something is true in one medium of storytelling, doesn't mean it's also true in others. The used medium, to an extent, informs the kind of stories being told with that medium. Yet I cannot vouch as to how exactly that extent may be...
Nonetheless, roleplaying games are still Games (Games as in, i don't really want to play a purely free-form narrative game, aka "Role Playing"),
and as such they have game theory things going on with them. Including the definition of some kind of game-level value, usually in form of some kind of scarce resource.
If you can play for years without heeding regard to them, we might as well say you and your players have reached a higher plane of Roleplayinggameing, where the narrative aspect was strong enough to have intrinsic value all on its own.
I have seldom met Game Masters capable of that, so kudos to you!
For the note, in videogames, i'm usually less interested in the story and more interested in the gameplay aspect. maybe video and tabletop relate after all?
Yet, my favorite game, Dark Souls, i mostly play PvP now. That's because dueling another real person is intrinsically valuable in itself - you don't level beyond 150 when doing PvP, so you end up with millions of souls, hahaha!
And your point of view makes me genuinely curious about whether you've ever played a game where characters start off as competent to begin with? And specifically, a game where you can just make the character you WANT from the very get-go? If you already get to play the character you want, then what purpose would the progression serve? (The issue of acquiring a brand news skills through training aside, of course).
I have a confession to make.
I stone bloody cold don't remember ever playing a single character for longer than 3 sessions (usually less than that).
I've had... difficulties reaching out to game groups, and all my friends with whom i have played were often unavailable for long enough as to never have a single adventure seen continuation.
I'm at this point kinda starved for actual play. 99% of my time of about five years spent on the hobby was entirely theoretical in nature.
Yes, you can laugh now.
So honestly, I'm not even sure. I might turn out to have completely different tastes than i anticipated, if i ever were to actually get into a range of different games.
I have a few more points to add.
Indeed, what if? Never been there. You tell me. You already told me, in fact.The thing with "growing into competence" is that... What if you reach that level?
My top of the head answer to that question would relate to this:
Intuitively, this means that your character survived TOO DAMN LONG. Are we not talking about Grim&Gritty here?I have on more than one occasion ended up with an abundance of experience points. I just had no use for them.
But there is some sincerity to it. Sounds to me like that character's story might have ended and begun anew several times over.
I have never heard of that before.The only game to modify that type of system into something bearable is Chronica Feudalis
That is an amazing story and testament to your and your players' competency.higgins wrote:And there's nothing wrong with that. And this is why our hobby is so diverse. To bring a polar opposite example of your preferences, I used to run a bi-weekly (on average) game that ended up lasting six years.
I don't think i will ever find a red line in my life. I'm the most aimless person i know. That extends to roleplaying games, too.Oh, how at fault we have been at the same thing! Hopefully we've learned a lot from that.
The game i try to write is roughly defined as "the game i want to write", and it mostly consists of various good ideas other people had, in other games. As i said, It's a heartbreaker. I don't really plan to publish anything.