De l’art ou du cochon

J’ai beau ne pas avoir trouvé convaincant l’ouvrage évoqué dans le billet précédent, je ne peux nier qu’on y trouve quelques passages bien sentis.

Par exemple :

At their best, elegant role-playing game rules can facilitate wonderful performances, but so too can the crudest of systems. The magnitude of the role-playing game performance depends upon the imagination, energy, and emotional honesty of the role-players, which should never be circumscribed by the mechanics of the role-playing system, no matter how impressive in breadth or delicacy they may be.

En d’autres mots, on peut raconter de belles histoires même avec un système aussi primitif que AD&D première édition (voire OD&D, mais là je n’ai jamais essayé), n’en déplaise aux tenants des jeux dits d’ambiance et autres storytellers

Ou encore :

Class- or skill-based role-playing games like AD&D, where the emphasis is on the numerical quantification of abilities grouped according to prepackaged roles […], only qualify elements that are secondary to the story, leaving the primary elements of theme, meaning, and character development unbounded by the rules. Because there are no rules about them, anything is permissible in the areas that really matter. While games such as Everway include such narrative elements they also delimit those same elements. In guaranteeing their inclusion, they place a rules-based boundary around what may or may not be included in the game. This is a good approach for games like Everway that are aimed at first-time and inexperienced role-players. Such role-players would do well to learn the basics of role-playing on systems that urge them to experiment with dramatic modes of characterization. However, experienced role-players who are already used to creating and implementing dramatic character concepts may feel hindered by story-based systems such as Everway. Paradoxically, in such situations experienced role-players may feel unconstrained by less story-oriented role-playing games such as AD&D, because when in the capable hands of experienced role-players, they allow for less formulaic stories.

Enfin, sur un autre sujet, cette constatation qui en surprendra peut-être plus d’un :

Despite what many gamemasters may believe, in the role-playing game there is no omniscient point of view.

Eh oui, même le MJ n’est pas omniscient… puisque les joueurs peuvent lui cacher des choses sur les intentions ou les pensées de leurs persos.

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