collaboration
RPG games are different than literature or film. Games are collaborative where a GM has a concept but grants the players an amount of control within the story.
This means playing to the needs of various players at various times. Unlike a movie or story, a GM has a constrained audience, the people seated before the GM. This allows toying back and forth with story elements in mutual collaboration. It also means a GM need not assume full responsibility for which scenes to cut or not to cut.
This element of collaboration favors advice that reflects the different form of story-telling involved. Chekov had to write for an audience that couldn't respond to his work in process or relate its needs. A GM has the benefit of working with his audience. This suggests that really only a GM and the players can have any idea what style of story-telling works for them.
In the end, that's what makes an RPG such a wondrous and uniquely creative process.
RPG games are different than literature or film. Games are collaborative where a GM has a concept but grants the players an amount of control within the story.
This means playing to the needs of various players at various times. Unlike a movie or story, a GM has a constrained audience, the people seated before the GM. This allows toying back and forth with story elements in mutual collaboration. It also means a GM need not assume full responsibility for which scenes to cut or not to cut.
This element of collaboration favors advice that reflects the different form of story-telling involved. Chekov had to write for an audience that couldn't respond to his work in process or relate its needs. A GM has the benefit of working with his audience. This suggests that really only a GM and the players can have any idea what style of story-telling works for them.
In the end, that's what makes an RPG such a wondrous and uniquely creative process.