hawkeyefan
Legend
Well in anything we are talking averages. I definitely think, for the same reason given by the author of that book, that on average having more detail is going to improve the game. I agree there are other factors and that is not the exclusive property of a good game.
My experience with DMs/GMs is that those that ad lib a lot are not very good. So as soon as I figure out that there is nothing under that DM's hat, I tend to move on and leave that game. I've gotten better at figuring out this stuff ahead of time than when I was in college.
But what does that even mean about the DM's hat? I mean, it's all made up...does it matter when?
I mean, I can understand how it can be done poorly, sure. Or that certain kinds of games would not be the best fit for this.....something like a classic dungeon delve is probably best served by having a map and tracked resources and random encounters charts and the like, but that's more about this kind of game being about player skill.
There's no reason that a dungeon delve style of scenario could not be crafted by a GM in a game that doesn't rely so heavily on GM prep. I've done it myself, so I know it's possible.
My reaction is that generally ten authors can't write as good a story as one author can but I'm sure some author could be found that is worse than some selection of ten authors. So I view it as a typical truth and not absolute for every single situation ever. Just like authors who bother to build a world tend to write better worlds than authors who don't. I'm sure there are exceptions to everything.
I think the difference here is that writers benefit from having the chance to edit and to rework things, and to revise and retroactively fix things before publication, and all of this is without having to consider any kind of interactive quality with their audience. The audience will either like their work or not, but the audience will not shape an individual work with their own actions.
Gaming is different. If the whole point of play is for players to experience a novel that's been crafted by the GM with some points of input, then sure, I would think advice on writing novels and worldbuilding for novels becomes more relevant.
I do agree that whatever enhanced the fun of the game is a good thing for that game. No argument there. I just wonder if perhaps the benefits of the "opposite" of my style are in other areas and not verisimilitude.
In my opinion it is time well spent but then I enjoy it and I enjoy making my players happy with a good world that they enjoy.
The benefit for me is that I don't need to spend so much time preparing for a game. I don't need to have a vast and detailed knowledge of anything prior to play. And I as GM am discovering a lot during play. I'm learning about the setting right along with the players a lot of the time.
I also find sharing the creative process with the players tends to invest them more in the game and the setting. They feel more involved, which usually enhances play. Things matter more, they feel more immersed, they care about what's happening.
In a lot of my earliest games that I GMed, I as GM cared a lot more about the setting than the players did. They just wanted a setting to enable play more than learning about as an interesting place.
Well by your own definition, the fiction is only what emerges from play and does not include the entirety of the living world.
Well it's all fiction. But as far as what is "the fiction" of a specific game, then I think it is limited to what's been established. Prior to it being established, it can change.
Well stories are emergent from almost any hobby. I have stories of great chess games I've won or lost. Maybe my time ran out and I had a winning position. That doesn't mean the game is ABOUT creating a story. If so then did I make the clock run out on purpose to make the loss more memorable and dramatic? Absolutely not. I was playing to win.
So in my own style of roleplaying the players are trying to advance their agendas. They develop their agendas from experiencing the world and creatively thinking about their character. That a story emerges on occasion is a side effect and by no means the purpose.
This is my point. The goal isn't to craft a story, even if we can kind of describe the events of play as a "story" after the fact. But it's not constructed as such with the kinds of dramatic considerations that authors typically use to craft stories.
But it's still fiction. It's make believe. I feel like this is one of the few things that EVERY game each of us has mentioned in this thread has in common.....they all create some kind of make believe.
I feel like denying that removes one of the central commonalities that all RPGs have, from Sandbox to Adventure Path to Story Now and anything in between.