cwhs01
First Post
Story-games most often use "framing scenes" as a tool to ensure there will be interesting choices to make and that there is something at stake, something to loose and something to gain, from choosing.
They also very often give authorial rights to the "players", allowing them to frame scenes. The players themselves therefore very often directly define what kind of choice to make and what stakes to set.
I don't think setting stakes and making difficult choices HAS to be an important aspect of a traditional roleplaying game, but imo, it most often is.
Therefore i mostly think of roleplaying and collaborative storytelling as different tools to the same end.
They also very often give authorial rights to the "players", allowing them to frame scenes. The players themselves therefore very often directly define what kind of choice to make and what stakes to set.
I don't think setting stakes and making difficult choices HAS to be an important aspect of a traditional roleplaying game, but imo, it most often is.
Therefore i mostly think of roleplaying and collaborative storytelling as different tools to the same end.
"pick your own path to a defined conclusion" is not necessarily what is suggested.
Of course that is still not "collaborative story" either, since there is no collaboration.