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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Aldarc" data-source="post: 7610103" data-attributes="member: 5142"><p>Okay. This was not a strand of discussion that I was engaging with my post but I will answer your question with earnest. </p><p></p><p>* Here I take "some of these techniques" to refer to some of the things that I had listed: literary storytelling, cinematic storytelling, history, psychological therapy, etc. </p><p></p><p>I'm not sure if using some of these techniques are core to running a game. When I look at early D&D, for example, these things do not really seem all that prevalent at all. The dungeon crawl is often regarded as the quintessential TTRPG experience (at least per its most popular system: i.e., D&D), but that mode has minimal integration of these techniques (apart from the historical veneer of Euro-medieval aesthetics). It's more of a puzzle game than narrative storytelling. And this is something even that the OSR movement has lifted up and run with as a lauded feature of "old school" TTRPGs. It's part of the talking OSR points about "challenging the player and not the character." It's behind the repeated mantra of D&D being about "killing monsters and looting their stuff." This is not to say that you can't use some of these techniques in your game or can't have them inform your storytelling or play preferences; however, I don't necessarily think that these are inherently core to running a TTRPG game.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7610103, member: 5142"] Okay. This was not a strand of discussion that I was engaging with my post but I will answer your question with earnest. * Here I take "some of these techniques" to refer to some of the things that I had listed: literary storytelling, cinematic storytelling, history, psychological therapy, etc. I'm not sure if using some of these techniques are core to running a game. When I look at early D&D, for example, these things do not really seem all that prevalent at all. The dungeon crawl is often regarded as the quintessential TTRPG experience (at least per its most popular system: i.e., D&D), but that mode has minimal integration of these techniques (apart from the historical veneer of Euro-medieval aesthetics). It's more of a puzzle game than narrative storytelling. And this is something even that the OSR movement has lifted up and run with as a lauded feature of "old school" TTRPGs. It's part of the talking OSR points about "challenging the player and not the character." It's behind the repeated mantra of D&D being about "killing monsters and looting their stuff." This is not to say that you can't use some of these techniques in your game or can't have them inform your storytelling or play preferences; however, I don't necessarily think that these are inherently core to running a TTRPG game. [/QUOTE]
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