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7 Advantages to Retelling your Adventures
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<blockquote data-quote="howandwhy99" data-source="post: 7653101" data-attributes="member: 3192"><p>Games aren't narratives like life isn't a narrative, but we can create a story about life just as we can create them about games. Reporting on games accurately is just as important as embellishing for enjoyable reading. If you watch any game as a viewer, a sport, card games, board games, you will find that they are not built for entertainment of the audience. In many cases they aren't even designed for the enjoyment of the actual participants. There are blow outs, agonizingly long waiting periods, and other elements not suited for a viewing audience and not fun to play through either. However, games can and do present challenges for the players. Their actions affect the game, while the audiences responses might affect the players. </p><p></p><p>As DMZ2112 mentions, Gygax didn't design D&D for character portrayals, but rather for role playing, which is uniquely tied to game play rather than storytelling. </p><p></p><p>I think D&D players for decades have bragged on and on about their characters and their games just like any sports athlete might brag about their field and their games. Those stories entice others to join their group, to want to play in their games, and test themselves too. In D&D each player's story is single perspective, the story is a journal rather than a narrated account. She tells others about what she and others did, not what the others did that she doesn't know about. She might pass on rumors of what happened, but that's still her perspective.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 7653101, member: 3192"] Games aren't narratives like life isn't a narrative, but we can create a story about life just as we can create them about games. Reporting on games accurately is just as important as embellishing for enjoyable reading. If you watch any game as a viewer, a sport, card games, board games, you will find that they are not built for entertainment of the audience. In many cases they aren't even designed for the enjoyment of the actual participants. There are blow outs, agonizingly long waiting periods, and other elements not suited for a viewing audience and not fun to play through either. However, games can and do present challenges for the players. Their actions affect the game, while the audiences responses might affect the players. As DMZ2112 mentions, Gygax didn't design D&D for character portrayals, but rather for role playing, which is uniquely tied to game play rather than storytelling. I think D&D players for decades have bragged on and on about their characters and their games just like any sports athlete might brag about their field and their games. Those stories entice others to join their group, to want to play in their games, and test themselves too. In D&D each player's story is single perspective, the story is a journal rather than a narrated account. She tells others about what she and others did, not what the others did that she doesn't know about. She might pass on rumors of what happened, but that's still her perspective. [/QUOTE]
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