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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Bedrockgames" data-source="post: 7610508" data-attributes="member: 85555"><p>This is probably getting into territory where people really start to disagree (whereas now we've just been arguing about the quality of GM description). I know I am likely an odd man out here but I don't think story is a necessary component of an RPG. Granted it is pretty clear many of us define story differently. But just going back to my point about equivocation: story has several meanings. It can mean, among other things 1) stuff that happened (which most people would agree RPGs always have, 2) fictional or dramatic narrative (which I think some RPGs have but not others), 3) A plot that follows a literary structure and tackles literary themes (which again some RPGs have but not others). The problem is when these conversations around 'how we should be gaming' and people advance a definition like 1, which you kind of have to accept, then equivocate to say RPGs should be good example of 2 and 3. Just to be clear here. I am not saying RPGs can't have story, or that they are not RPGs if they involve 2 or 3, I am just saying not every RPG has to have story, and some avoid stories in the sense of 2 and 3. This does matter because it is relevant when talking about what makes a good session or adventure of an RPG. Someone who is expecting 2 or 3 is going to be terribly frustrated in a free-form old school sandbox. Someone who doesn't want 2 or 3 is going to be frustrated by a game with more focus on story, character arcs, etc. I think people often dig their heels too much on these issues, and don't try things outside there comfort zone, which is a shame. But just speaking to the should and ought aspect of design and play, I think this is a key area of equivocation to be aware of in order to have a good faith discussion about these playstyle differences.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7610508, member: 85555"] This is probably getting into territory where people really start to disagree (whereas now we've just been arguing about the quality of GM description). I know I am likely an odd man out here but I don't think story is a necessary component of an RPG. Granted it is pretty clear many of us define story differently. But just going back to my point about equivocation: story has several meanings. It can mean, among other things 1) stuff that happened (which most people would agree RPGs always have, 2) fictional or dramatic narrative (which I think some RPGs have but not others), 3) A plot that follows a literary structure and tackles literary themes (which again some RPGs have but not others). The problem is when these conversations around 'how we should be gaming' and people advance a definition like 1, which you kind of have to accept, then equivocate to say RPGs should be good example of 2 and 3. Just to be clear here. I am not saying RPGs can't have story, or that they are not RPGs if they involve 2 or 3, I am just saying not every RPG has to have story, and some avoid stories in the sense of 2 and 3. This does matter because it is relevant when talking about what makes a good session or adventure of an RPG. Someone who is expecting 2 or 3 is going to be terribly frustrated in a free-form old school sandbox. Someone who doesn't want 2 or 3 is going to be frustrated by a game with more focus on story, character arcs, etc. I think people often dig their heels too much on these issues, and don't try things outside there comfort zone, which is a shame. But just speaking to the should and ought aspect of design and play, I think this is a key area of equivocation to be aware of in order to have a good faith discussion about these playstyle differences. [/QUOTE]
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