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<blockquote data-quote="Fanaelialae" data-source="post: 5758794" data-attributes="member: 53980"><p>Is it perhaps that some are taking issue with the idea of the game as a predefined story? Because I don't think that's what Hussar is necessarily saying.</p><p></p><p>More that, an rpg has story-like elements such that, after play, you could describe what happened as a story. I'd agree with that.</p><p></p><p>After all, "We wandered around in the woods for 4 hours and nothing happened. Then we went home," sounds like a terrible game to me, and it would also make for a terrible story. While I realize that not everyone plays for this reason, in one sense playing an rpg is much like engaging in collaborative story writing (or storytelling).</p><p></p><p>The goal of our games isn't to tell a story, but many times we've sat around and reminisced, telling stories of games long gone.</p><p></p><p>It doesn't imply that an rpg has a fixed ending or destination. Good games should respond to the player's actions. If you're playing a Yggsburgh game, it isn't unreasonable to assume that the "story" will eventually involve Castle Z. Of course, your players may surprise you and it might not go there at all. That's one of quirks of collaborative story creation; no one necessarily knows for certain where the story will end up.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5758794, member: 53980"] Is it perhaps that some are taking issue with the idea of the game as a predefined story? Because I don't think that's what Hussar is necessarily saying. More that, an rpg has story-like elements such that, after play, you could describe what happened as a story. I'd agree with that. After all, "We wandered around in the woods for 4 hours and nothing happened. Then we went home," sounds like a terrible game to me, and it would also make for a terrible story. While I realize that not everyone plays for this reason, in one sense playing an rpg is much like engaging in collaborative story writing (or storytelling). The goal of our games isn't to tell a story, but many times we've sat around and reminisced, telling stories of games long gone. It doesn't imply that an rpg has a fixed ending or destination. Good games should respond to the player's actions. If you're playing a Yggsburgh game, it isn't unreasonable to assume that the "story" will eventually involve Castle Z. Of course, your players may surprise you and it might not go there at all. That's one of quirks of collaborative story creation; no one necessarily knows for certain where the story will end up. [/QUOTE]
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