For me, a story where all your choices don't matter except in how they define your character sends a message of futility that transfers easily to the character I'm playing. Why try hard, why even think about what you're doing, if it all ends up in the same way? Sure, some decisions are like that, sometimes you can't make a difference, but a pattern of such decisions is depressing. Also, yeah, "you can't make a difference" is a possible and legitimate message to send for a story but pardon me if I tend to avoid that kind of story.
Also, the outcome influences how we feel about a decision. If it doesn't work out, that's frustrating, if it does, it's satisfying. I consider a good mix of emotional moments as desirable for a story. If nothing matters, that's as boring as "everything works out" only with more depression added to the mix.
So, yes, I think it is very important that our decisions make a difference here and there, that within some limits, I can influence how things turn out.
I don't feel that the player should never experience success. A mix is best. If what you want always works out, then thought isn't really necessary when making choices. If what you want never works out, the same thing applies.
With respect to sending messages, though, are you of the opinion that we should use the game as a vehicle to send social message? It tends to be a pretty polarizing sentiment, I find
Possibly. That I'm not religious may come into it here. Anyway, Grace alludes to my interpretation...
I'm not religious either. I just don't see much optimism in being condemned to the Blood War.
Technically, no, but if that comes as a surprise, I feel betrayed. In my tabletop roleplaying games, there is an unspoken contract that the GM will try to keep the player characters alive as long they don't do something stupid or deliberately and knowingly take an extra risk. Not everyone plays that way, and there are campaigns where "death by random die roll" is common. Those can be fun too. Your scenario, however, sounds like "death by fiat of the GM". There is a reason why those are almost universally disliked. There are games which end with everyone dead, where only what you did before matters in the end, but....and haven't I said something like this before...potential players are usually informed in advance so that they know what they're getting into. I see Bioware's writing teams as acting in the role of the GM. There's little worse that can happen to you as a roleplayer than to step unsuspecting into a "PC death by story design" scenario.
I don't consider RPGs to be a perfect analogue to the PnP game (even if that's where some of their foundation comes from) and the ones I enjoy the most are the ones that have stronger focus on narrative than PnP analogue.
I understand, though, that this is my view, not everyone else's. I don't come from a legacy of PnP background at all. My PnP experience has actually all come in the last year, but my RPG experience started with Ultima 6 and then continued on with the Gold Box games even though I had no lick at all what AD&D was. So that difference in background may play a strong role in why our expectations diverge.





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