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<blockquote data-quote="Mark CMG" data-source="post: 6421686" data-attributes="member: 10479"><p>As posted above, I am fully aware that some groups have added storytelling game elements to RPGs.</p><p></p><p></p><p></p><p></p><p></p><p>More apropos to say that storytelling games share some of the elements of RPGs. I've only picked up the word "trad" based on how others were using it to delineate between RPGs and storytelling games as they have come to be known. Some folks like to say that all RPGs are and always have been storytelling games and vice versa, but it is simply not true. Some folks use the expression "trad" as a way to define certain games as World-GM-controlled or lacking in player authorial control, so I picked it up here as a way to keep us all moving the discussion along.</p><p></p><p></p><p></p><p></p><p></p><p>Neither do I but in 1974 the hiding and leveling thing was all new. DCC doesn't get my gaming juices flowing, though I played it a bit during playtest at conventions and tried it out after release with Joseph Goodman running the game (so I assume I experienced the game as it is meant to be experienced).</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Just deciding the way something is is certainly one way to handle it as GM but in RPGs back in the day and in some ways of running RPGs that are newer but, ahem, "trad" one would leave that stuff up to the gods of randomness.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>We seem to have come to am impasse. On the one hand, there is me saying that people play many ways and that the folks I know from the earliest days, including myself played without players having narrative control over the world but rather having to affect the world through their characters. On the other hand, despite my own experiences, some folks who clearly were not personally there are claiming that the things I have experienced simply aren't true. I'm afraid we will have to agree to disagree.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6421686, member: 10479"] As posted above, I am fully aware that some groups have added storytelling game elements to RPGs. More apropos to say that storytelling games share some of the elements of RPGs. I've only picked up the word "trad" based on how others were using it to delineate between RPGs and storytelling games as they have come to be known. Some folks like to say that all RPGs are and always have been storytelling games and vice versa, but it is simply not true. Some folks use the expression "trad" as a way to define certain games as World-GM-controlled or lacking in player authorial control, so I picked it up here as a way to keep us all moving the discussion along. Neither do I but in 1974 the hiding and leveling thing was all new. DCC doesn't get my gaming juices flowing, though I played it a bit during playtest at conventions and tried it out after release with Joseph Goodman running the game (so I assume I experienced the game as it is meant to be experienced). Just deciding the way something is is certainly one way to handle it as GM but in RPGs back in the day and in some ways of running RPGs that are newer but, ahem, "trad" one would leave that stuff up to the gods of randomness. We seem to have come to am impasse. On the one hand, there is me saying that people play many ways and that the folks I know from the earliest days, including myself played without players having narrative control over the world but rather having to affect the world through their characters. On the other hand, despite my own experiences, some folks who clearly were not personally there are claiming that the things I have experienced simply aren't true. I'm afraid we will have to agree to disagree. [/QUOTE]
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