Quote Originally Posted by Manbearcat
For instance, a few things come to mind.
<snip 1 and 2>
3) I think understanding how pacing and a dramatic arc compels emotion and investment in content (even if you aren't scripting them to railroad a set of players through) are extremely important aspects of both GMing and writing a game (particularly a game like My Life With Master where you're running through a pre-conceived, but not pre-rendered, thematic arc with a diversity of ultimate outcomes).
I think your (3) puts more pressure on my contention - I would describe the source of this being that it puts pressure on the contrast between form and content - this is the contrast that [MENTION=6787503]Hriston[/MENTION] has helpfully articulated upthread, and that I also tried to capture (via some examples, and comments around them) in my post not too far upthread from yours.
This is because dramatic pacing (probably) can't be completely divorced from the words - the form - whereby the content is conveyed.
In the context of a RPG, though, where the pacing concerns - at least the sort that you refer to - are more at the "scene" level than the line-by-line level, I think the dependence of pacing on words becomes pretty lose. A GM who can't control his/her words at all is going to have troube wrapping up a scene, or cutting to the next situation, in a smooth way; but I think the threshold of skill to be able to do this falls well short of being able to write an evocative opening or closing line.
I'll finish this post by saying that, in denying that RPGing is a *literary* endeavour I'm not denying that it has an important aesthetic component. But I think that the aesthetic component is much more connected to a sense of motion and drama in human affairs, than to a sense of beauty in composition or performance.
Alright, so about 5 weeks late to the party with this response, but that is the kind of ENWorld timescale I work off of these days!
When reading this my brain goes to the following question:
In scene resolution mechanics (say, 4e Skill Challenges), or in conflict resolution mechanics within a scene (say, Clocks in Apocalypse World or Blades in the Dark), how does the GM's management of the necessary dramatic arc inherent to the
fiction <> mechanics < > fiction < > mechanics <rince/repeat> win/loss condition paradigm interact with your premise?
For reference, when I write management above, I mean:
1) Managing the evolving fictional framing of the arc as the mechanics dictate the arc moves through its phases toward macro resolution. This includes the situation changing dynamically in accordance with what the arc necessitates and...
2) The nature of language used to transliterate the evolved fiction from its related gamestate. For instance, I think most people can agree that economy of language is a large component of pacing. If a scene is in the midst of the precipice of its Rising Action to where its transitioning to Climax (because the mechanical state of affairs says it should be there), I think we can agree that its poor GMing for a GM deploying 100 words where 10 will more impactfully convey the information. Quantity, economy of language, matters.
So after quantity, we have type/kind. When you're evolving a scene from one (lets call it) "arc-state" to the next, can one descriptor (of the same quantity) more aptly convey the urgency, gravity, or tempo of a situation vs another?