wrong thread
I had been thinking more along the lines of spontaneous story, except that won't definitively distinguish the types of games when you consider that some GMs improv pretty much everything. Perhaps a better distinction would be an improv game with decentralized authority vs GM-based authority.And rather than "authenticity" I think that these games are built in a way to lead to an emergent story rather than a structured story. All of the players - including the GM - are participating in the structured improv game and so there can be an emergent story that nobody at the table had planned - including the GM.
For me, what those RPGs - with all their variations in details of technique, principles, etc - is authenticity. That players and GMs make genuine choices, in play, that say something . . . .
Except this is not true. The basic railroad is the DM guiding the story to it's end.....but a good DM does not care about the end, as long as the game gets there.In a railroad game you don't have emergent story because the GM is guiding the story down a certain track.
Play Passionately said:Play Passionately is a public space setup for me to think out loud about what I enjoy in role playing, the techniques and games that support it, to invite others to try it, and to offer advice on how to do it better. To me, “playing passionately” is something very specific I enjoy in my games and this introduction is intended to outline the core elements likely to be explored and developed further in other articles.
To me, a game is most fun when there’s an element of social risk. When playing passionately there are two layers to that risk. The first is the same as any collaborative creative endeavor: Failure. Simply, the game or some part of the game and the created fiction might suck or be no fun. It might take some practice or critical thought to understand exactly what went wrong and how to avoid disappointment in the future.
The second layer of social risk is, perhaps, a bit more controversial. Plainly, you might get hurt or offended. Playing passionately involves an element of emotional vulnerability, putting a little of yourself out onto the table for others to poke and prod. It’s about finding the uncomfortable spaces inside us and deliberately bringing them out into the light. That kind of honesty brings us closer together through vulnerability, trust and shared pain.
Playing passionately accomplishes all of this by embracing mechanics that allow us to encode and express thoughts and feelings about the characters and fiction directly into the state of the game. It involves aggressively applying the rules of the game with as much thought and practice as the fictional contributions. Rules are something to be learned, mastered and applied consistently as tools of creative expression, not forsaken for “the story” or “fade into the background.”
Indeed solid rules design allows us to throw ourselves into the game and not have to pull our punches. Without appropriate rules the kind of play I’m describing can quickly turn into social or emotional bullying. With the right rule set I know I can push as hard as I want because there are mechanisms in place that enable you to push back with equal force.
I want to be clear that Playing Passionately is not about drama-queening or competing for best thespian. It is about honesty and self-reflection through gaming. When real issues and feelings are on the line we are often more honest about what we really think through fictional proxies.
In the end Playing Passionately is about finding and pushing our emotional limits by investing ourselves in the characters and created fiction and expressing that investment through application of the game mechanics. In the process we learn something about ourselves and our fellow players, oh and create some pretty compelling fiction as well.
A good GM doesn't normally railroad; the description of a railroad as the "GM driving the plot towards some particular end", at least in most places, a correct definition."Authenticicy" is way to awkward a word. An "authentic game". But you can't really compare different games. And you can't compare diffrent stlyes. In your game people do X. I my game it's a traditional old school railroad hard fun game. Your players did X and had fun. My players were railroaded to the Shallow Sea of The Death Shells where they had to fight giant blink snapping turtles, because I made that fun adventure and wanted to run it.
Except this is not true. The basic railroad is the DM guiding the story to it's end.....but a good DM does not care about the end, as long as the game gets there.
Thing is, a choice or decision may be immensely meaningful; only its meaning and-or impact doesn't become apparent until after the fact.I know I have used the term meaningful choices in the same way. If they players don't have enough information to predict at least two outcomes based upon their choices, and the GM has in mind at least two predictable outcomes based upon the players choice, then the choice isn't meaningful.
Examining both forks there...
If the player can't see the difference between picking door A or door B, the choice isn't meaningful to them (unless a narrow grammaphobic).
If the player choice doesn't matter, because the GM is going to put the same monster behind whichever door is chosen, again, the choice is non-meaningful - as the outcome negates the choice.