Micah Sweet
Level Up & OSR Enthusiast
I don't know. Have you driven the truck yet? And to remove the metaphor, can you un-tell a story?If you take one part off it, does it stop being a truck?
I don't know. Have you driven the truck yet? And to remove the metaphor, can you un-tell a story?If you take one part off it, does it stop being a truck?
For the record, I have not been following this thread, but I was curious as to why this topic was still ongoing and now I have seen why, as typically threads of this size take a completely different course to the OP. Anyways the last few pages caught my eye...My preference is to see the campaign as an exploration of the setting by the players through their PCs, not as a story with protagonists and a plot.
This I understand.Seeing the game that way feels less realistic and immersive to me, because as a PC I don't want to have any consideration about "telling my character's story", and as the DM I don't want that from the players. What I want is to explore and interact with a world through my PC that feels as real as possible, and I want to think about my character's narrative role in that world as little as possible, because that is a distraction that takes me out of play.
Many words have different meanings in different contexts. As long as the game itself is clear how you play it, I don't see an issue.Perhaps, but if so roleplaying games should probably stop using the term over and over again in their text with varying meanings.
That kinda ship of thesius thing is so far outside the analogy that it raises the question of if you understood it. Is the point of play to enjoy yourselves as a group and walk away with memories that you could later recall & retell as a story --OR-- Is the point of play simply to give an excuse to add some randomness to a story that you've already decided?If you take one part off it, does it stop being a truck?
I don't plan an adventure path (beyond perhaps an introduction). I DM sandbox games with maps and adventure hooks.For the record, I have not been following this thread, but I was curious as to why this topic was still ongoing and now I have seen why, as typically threads of this size take a completely different course to the OP. Anyways the last few pages caught my eye...
I've seen you mention this before on Enworld about story and it confuses me.
I also enjoy the exploration of the setting (as @pemerton has described it in the past setting tourism) but isn't the evolving story also part of that exploration? I can understand not liking a particular style of story generation, but I see exploration of setting to include
- lore behind the world/cosmos, the way magic works, the land's history...etc;
- the characters brought to life by the DM;
- the peculiarities of the setting; and
- the evolving story as per the adventure path planned by the DM
This I understand.
What about character goals and motivations, do you try find a way to provide ways for PCs to pursue them should they want to or do you solely focus on the adventure path?
The creativity itself and the process thereof exists in the "now", sure. No argument there.
But the result - the story, the music, whatever - doesn't exist in any useful form until after it is created; when the music reaches the ear of the listener either then or, via a recording, later; or when a written story reaches the eyes of its readers. And here the result - i.e. the end output as seen/heard later - is what we're talking about as being story.
Put another way, I could (and do) have story ideas in my head right now but until I get on and do something with them that's all they are: ideas. And if I put down some notes on those ideas that's all they are: notes (or, to use a sometimes more accurate term, game prep). But any story that might grow out of those notes doesn't yet exist.
There's another possible delimiter here: that a story doesn't functionally exist until someone else other than its creator(s) has access to it via reading it, hearing it, seeing it performed, or whatever means, even if that access is never used.
That, like playing freeform jazz or doing completely-improv theatre, is about experiencing the creative process in the moment; the process that produces music or a story or whatever, but not experiencing the finished product in part because they're still too busy creating more of it.
The audience (if any) gets to experience the finished product then and there, the creators don't until-unless they go back and listen to or watch a recording of what they created in that moment.
An analogy: I could have hundreds of parts scattered around the lawn and (if I had the know how!) I could take all those parts and properly put them together to build a Ford F-150. I might even enjoy the process of building that truck, but it still ain't a truck until I'm finished; and I don't get to enjoy driving it until after I'm finished.
Driving the truck - that's the story. Everything that came before that point - including standing there and admiring my handiwork when the truck is finished but I haven't started 'er up yet - is part of the creative process of (in this case, literally) building that story.
Improvisational jazz does not exist in any useful form, because it doesn't exist in any form, unless it is currently being performed. That's the whole point. It only exists Now. It does not exist Before, because it is improvised, developed on the spot in response to the current situation, participants, etc. And it does not exist After, because it isn't ever written down in the first place. The whole point is that the art, the experience, only exists in the moment of producing it, and no other time.The creativity itself and the process thereof exists in the "now", sure. No argument there.
But the result - the story, the music, whatever - doesn't exist in any useful form until after it is created; when the music reaches the ear of the listener either then or, via a recording, later; or when a written story reaches the eyes of its readers. And here the result - i.e. the end output as seen/heard later - is what we're talking about as being story.
This only applies to written, collated stories. It does not apply to a wide variety of other storytelling methods. Hence why I referenced things like improvisational acting, extemporaneous delivery in speeches, and jazz.Put another way, I could (and do) have story ideas in my head right now but until I get on and do something with them that's all they are: ideas. And if I put down some notes on those ideas that's all they are: notes (or, to use a sometimes more accurate term, game prep). But any story that might grow out of those notes doesn't yet exist.
I mean, sure, but you already included in that the "it must be live" options: not just a reader perusing a fossilized story, but a literal "audi"ence, people hearing or witnessing a live performance. As an example, I've been led to believe that you can't truly experience the Rocky Horror Picture Show unless you attend a live performance, because it is designed to involve audience participation; to experience it without such audience participation is to fail to actually get the "story" of the work. Hence, by that standard, it is a story that cannot possibly exist in the way you demand a story exist, as a fossilized entity on slices of processed dead tree.There's another possible delimiter here: that a story doesn't functionally exist until someone else other than its creator(s) has access to it via reading it, hearing it, seeing it performed, or whatever means, even if that access is never used.
Unless someone recorded it as it was being played.Improvisational jazz does not exist in any useful form, because it doesn't exist in any form, unless it is currently being performed. That's the whole point. It only exists Now. It does not exist Before, because it is improvised, developed on the spot in response to the current situation, participants, etc. And it does not exist After, because it isn't ever written down in the first place.
The experience, yes. The act of creation, yes. The end-result music for anyone else to hear, no (again, unless someone happened to record it).The whole point is that the art, the experience, only exists in the moment of producing it, and no other time.
And RPG play, assuming someone's keeping an ongoing game log, produces as its end result a written, collated story, even if said story has no idea what the "structure" of a story looks like.This only applies to written, collated stories. It does not apply to a wide variety of other storytelling methods. Hence why I referenced things like improvisational acting, extemporaneous delivery in speeches, and jazz.
We could argue this all day long, but I choose not to.Another example: Philosophy. While I have many disagreements with Socrates about the alleged awfulness of the written word (his arguments read like every "these kids with their newfangled thing are going to be the death of culture and learning!!!"), there really is a kernel of truth in it, specifically when it comes to the study of philosophy. An argument merely inscribed upon a page is dead. It has no power, no life, no use. It is only when we are putting these ideas to the test, whether through discussion, observation, or demonstration, that they actually have value.
This conflates experience with story. The experience is what happens in the moment. The story is what you tell people later.I agree that the notes are not the story yet though. But the notes that come after the play may not be the story either. Instead, for some styles of play, the story is in the moment to moment action, just as jazz is in the moment to moment "right" choices for the next note, the next chord; or how the story of a live rap battle is in the back-and-forth between the contestants, which would lose its most valuable aspect by being nailed down, trimmed up, pressed, laminated.
Story Before, as you define it here, IMO isn't (yet) story at all. Story After is just Story, period.Some stories--indeed, probably most stories!--are Story Before (a fiction conceived in advance of actually experiencing it) or Story After (a cleaned-up and collected accounting of someone's experiences after those experiences have ended).
Story Now, as you define it here, again conflates story with experience. A journal is a story, almost without exception written after the things being written about have been experienced by the author. Rare indeed is the journal-writer who writes about things in the very moment they are being experienced (and who by so doing would be tainting the experience anyway).TTRPGs permit a process of storytelling where the story occurs in the moment of the experience happening, and that is what Story Now aims for. Not all games are or should be that way. Indeed, I suspect most games shouldn't work that way. But this emphatically is not some bizarro non-story just because it is happening in the moment of the experience. It is perfectly valid to understand story forming as the person experiences something, even in purely real-world stuff. "Live tweeting" or "live blogging" is a recent example; reading something like a real person's journals, recorded as they experienced their life rather than written down after the experiences have fully finalized, is very much a written form of Story Now.
This is a perfect example of conflating "story" with "experience".I mean, sure, but you already included in that the "it must be live" options: not just a reader perusing a fossilized story, but a literal "audi"ence, people hearing or witnessing a live performance. As an example, I've been led to believe that you can't truly experience the Rocky Horror Picture Show unless you attend a live performance, because it is designed to involve audience participation; to experience it without such audience participation is to fail to actually get the "story" of the work.