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The roots of 4e exposed?
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<blockquote data-quote="pemerton" data-source="post: 7465949" data-attributes="member: 42582"><p>This <a href="https://inky.org/rpg/no-myth.html" target="_blank">blog on "no myth"</a> sets out what is probably the typical way of playing "story now". The emphasis is on characters' dramatic needs, and the framing of situations to speak to those needs and generate drama out of them. I think this is what [MENTION=82106]AbdulAlhazred[/MENTION] has in mind as a default or standard approach.</p><p></p><p>Here's <a href="http://adept-press.com/wordpress/wp-content/media/setting_dissection.pdf" target="_blank">a blog by Ron Edwards on the use of setting in "story now" play</a>. It emphasises the setting as something that is shared across all the players at the table, and is the source of situation and theme. The way that I run 4e has hints of this, because of the role of the default cosmology, but Edwards is envisaging something a bit more involved and intricate, with Glorantha-focused HeroWars/Quest as his model.</p><p></p><p>What's central to what Edwards is envisaging is not shared authorship of the setting, but shared engagement with it as a source of theme and situation:</p><p></p><p style="margin-left: 20px">One concern that crops up a lot for playing this way is how expert people have to be even to get started. Although not everyone must be expert, certainly no one can be ignorant either. But people are understandably wary of game texts with extraordinary page counts concerning setting information.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In my experience, the solution begins with a single person choosing the location, at least when the group is playing the game for the first time. He or she should provide a brief but inspirational handout which summarizes the entire setting, focusing on colorful and thematic points; if the opening text of the game book provides this, a quick photocopy will do. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">After that point, everyone at the table may restrict his or her attention to the exact location that’s been chosen. Although the organizing person should provide more detailed handouts or photocopies as an ongoing feature of preparation, everyone else must definitely be oriented and enthusiastic concerning the prevailing thematic crises that are made concrete in setting terms. The good news is that full expertise isn’t necessary to achieve this, and in my experience, asking and answering questions about the options for the geographically-limited character creation usually generate sufficient knowledge for the first sessions of play.</p><p></p><p>It's quite different from exploring the GM's setting in the traditional sense, but also different from "setting as mere backdrop" which is how GH works in my Burning Wheel game, or how "the universe" works in my Traveller game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7465949, member: 42582"] This [url=https://inky.org/rpg/no-myth.html]blog on "no myth"[/url] sets out what is probably the typical way of playing "story now". The emphasis is on characters' dramatic needs, and the framing of situations to speak to those needs and generate drama out of them. I think this is what [MENTION=82106]AbdulAlhazred[/MENTION] has in mind as a default or standard approach. Here's [url=http://adept-press.com/wordpress/wp-content/media/setting_dissection.pdf]a blog by Ron Edwards on the use of setting in "story now" play[/url]. It emphasises the setting as something that is shared across all the players at the table, and is the source of situation and theme. The way that I run 4e has hints of this, because of the role of the default cosmology, but Edwards is envisaging something a bit more involved and intricate, with Glorantha-focused HeroWars/Quest as his model. What's central to what Edwards is envisaging is not shared authorship of the setting, but shared engagement with it as a source of theme and situation: [indent]One concern that crops up a lot for playing this way is how expert people have to be even to get started. Although not everyone must be expert, certainly no one can be ignorant either. But people are understandably wary of game texts with extraordinary page counts concerning setting information. In my experience, the solution begins with a single person choosing the location, at least when the group is playing the game for the first time. He or she should provide a brief but inspirational handout which summarizes the entire setting, focusing on colorful and thematic points; if the opening text of the game book provides this, a quick photocopy will do. . . . After that point, everyone at the table may restrict his or her attention to the exact location that’s been chosen. Although the organizing person should provide more detailed handouts or photocopies as an ongoing feature of preparation, everyone else must definitely be oriented and enthusiastic concerning the prevailing thematic crises that are made concrete in setting terms. The good news is that full expertise isn’t necessary to achieve this, and in my experience, asking and answering questions about the options for the geographically-limited character creation usually generate sufficient knowledge for the first sessions of play.[/indent] It's quite different from exploring the GM's setting in the traditional sense, but also different from "setting as mere backdrop" which is how GH works in my Burning Wheel game, or how "the universe" works in my Traveller game. [/QUOTE]
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