不懂為何random power會是self interest? 這哪裡cool?
See, that's exactly it.
I didn't actually think that far at the time. It was after a while that I figured it out:
Roleplaying games always
have an element of control
that is beyond regular life.
Take the typical murderhobo for example:
A ) You completely spec your character attributes & abilities to every detail <-> You cannot do that (for now at least) and has to settle with mostly what you physically have when you are born.
B ) You can custom your character's gears at an every increasing environmental limit <-> You always reach a certain limit in life one way or the other, whether that be physical, economical, cultural, lawful, etc.
C ) You can largely do whatever you want with little repercussions <-> There are ALWAYS consequences in life, even for "good" things.
Characters in fictions, like MacGuyvers who's pretty much the modern rouge trapster/artificer, or LN protagonists given "useless" powers and then used them to crush their intellectually-retardant bit-villains... You can do that with readers, but you cannot do that with Players.
Design Goals for that game was kind of a Macguyver/LN-ish type:
> You don't get whatever you want (Even though the standard 50 given powersets were already "OP" comparing to 80% of everything you'll ever meet. Seriously we're talking about absolute invincibility to the point of not having an HP stat, or ability to control direction of gravity, to complete invisibility to technology, etc.) But you'll always have something.
> That "don't get but have" idea means you pretty much have to coordinate with your teammates to get the "optimal" outcome. (Blowing everything up is actually very simple with powers + infinite lives, except that you don't get to be a hero if you do that here, it being a covert ops setting where most goals involved getting things done without anyone knowing something's wrong.) Or even if every PC's abilities were mismatch, you could quickly change that... Or stick with it and think on your feet cause, again, infinite lives.
> As you start with a blank background and use ingame mechanics to fill out character details at a step-by-step pace, - ie. You activate your Drama Points by answering questions about bits of your past lives, kinda like How 3:16 did it. - it was supposed to be character focused.
It's a MacGuyver-ish game about character-pieces, and maybe one that's completely opposite to the commonly used goals for RPG. (Again, unintentional. This was 3 projects ago and I didn't even think about it that much until this thread came up.)
(Or those d100-based AA-comics... Those are quite good despite being in near absolute chaos.)
But for me that's interesting. Maybe exactly because I am the type who NEVER put myself in the protagonist's shoes: I am the type that's curious about what and how the characters get themselves out of the situation they are in, and never want to be in them in the first place. It's their life, and I have mine, and the boundary between the two is always well defined. (That's kinda why I am sorta annoyed with about 80% of the modern webnovels: MCs and writers just don't treat the other characters as human beings but objects to acquire or break, or goalposts to overcome. It's... Boring.)
A situation beyond me or my player's absolute grasp, with no guaranteed "conventionally certain" 1>2>3>4 step by step, where people have to overcome the situation with wit more so than stats and maybe showed a bit of their personal characters in between... That's the stories I wanted to read. And the position of a GM could be a pretty good front row seat, if all you wanted was to see a good show regardless of outcome, instead of trying to make all actors the puppet of your whims.
So I made a game out of it.
But I've long accepted the fact that "My Interesting Isn't Your Interesting." Speaking from quantities, as an Entertainment Product
the mass will always be right on these issues. So its perfectly fine if nobody likes it.
It is what I think of as "Cool", though not the only thing, and that more "typical" goals are just as "Cool" too.
And like I said, its really not hard to change everything. Every new project after the previous is in a sense a "change" as that all based on the creators' previous experience. Most of my other stuffs are probably more conventional... Or so I hope.
But I at least can reserve the right to like my own stuffs, given that "being popular" is not really one of my goalpost. (Come on, look at what language I am typing in... Orz.) "Enjoying myself while being mostly harmless" is pretty much my current sole priority. =w=b
So, back to thread topic: "How many effort are you willing to go to get yourself popular?"
PR & Brans are just methods & shortcuts.
You still need to consider compromises after those stuffs are done.
Other than that, I can only say, "Don't do what I do?"