It's the steel in her gaze as she looks ahead—hot as a forge and sharp as a sabre. Something in those hardened eyes reminds you of your sister.
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If I may ask—do you find a significant amount of carryover from your drama background into your tabletop experiences? Speaking as someone who also comes from a theatre background, a lot of my friends lean really heavily into the embodiment of their characters during emotional moments, not just in the overt ways (character voices, body language/gesticulating) but also trying to grapple with the interiority of their character—trying to perform both for their fellow players but also for them to understand the character as best they can.
I know some of my theatre-adjacent coplayers place themselves heavily in the method acting sphere of trying to stay in-character as often as they can, whereas others are a lot more directorial and inclined to break out of the character's headspace in order to think about it from a narrative-driven perspective (e.g., "what needs to happen in this scene in order for the plot to advance"). Obviously neither of those is the end-all-be-all, and it's not like this is a binary system, but I'm curious about the degree to which the performativity of a game tends to skew it one way or another.
I'm really interested in exploring how the notion of performance informs and shapes gameplay in the tabletop space. There's the extremely literal idea of play as performance in the form of Actual Play podcasts/VODs/streams, but I think there are some really interesting questions to be explored, in play-by-post games in online spaces (where performativity is already such a pervasive facet of the medium) or in playing singleplayer games for an audience of one.
For people who have participated in or run Actual Play games—how do the principles of play change when you're running a game solely for yourself, versus for a closed group of friends, versus for an external audience? To what degree do elements of "traditional" performance (directing/acting/improv/etc) make their way into your games? For people who are running those games, or for those who just watch/follow them—how does your notion of play change or morph when your audience is following the game live, versus engaging with it after-the-fact?
I came up with a Forged in the Dark hack for my FF2k19 game jam submission, but I realized pretty early on that I wanted to streamline the mechanics of the system—partially for ease of play (to make the game easier for one shots/making it extremely low prep on the GM side), but part of that was also because I was on a time crunch and didn't want to overextend myself at the time.
The biggest leap for me, mechanically, was changing the success metrics—instead of 1-3/4-5/6/crits, I gave players a pool of dice in every stat, and made success based on the number of matching dice you get. It skews the probability way different from your typical FitD game, which I find kind of a fun challenge.
(I also changed it because I have a friend who rolled snake eyes all the time during our Scum and Villainy sessions, so that was kind of a nod to him and to those players who consistently roll poorly)