hawkeyefan
Legend
Well, that just begs the question doesn't it? The premise here is that there's a problem that needs to be solved; that theres a disconnect between what different Players want out of these games that isn't being resolved through group dynamics or just playing something else. Your question doesn't really address that.
I don’t think that your statement I was responding to offered any kind of viable solution. That everyone meeds to stop worrying about story and just let things happen. Why would that solve a problem for players who want there to be a story in their game?
Ah, but do you really though?
Yeah, mostly. I play several types of games. Currently I’m running a PbtA game and I’m playing in what’d fall into a Storygame according to the 6 Culture article. I’m also playing in a 5e game which I’d say is pretty neotrad, but that’s going on hiatus and we’ll be switching over to Delta Green, which I’d call pretty Trad.
I enjoy those games all for a variety of reasons. But the ones I like the most are the ones with no set story, where it emerges from play.
Given this, it'd seem that your two statements are at odds. Traditional adventure paths are certainly not conducive to emergent narratives; nor, for that matter, are the games that use them without extensive intervention by a GM.
No, not at all. You seem to assume I’m saying I personally enjoy adventure path play. And that’s not really the case. I simply recognize it as a huge part of the hobby, so huge that your statement:
It kinda cuts both ways; on the one hand, players, gms and colloquial players, need to be more willing to just go with what happens, and to let go of the obsessive desires to force stories to happen.
is just off. If there’s a desire for stories to happen, saying “stop trying to make stories happen” doesn’t help.
I’m capable of advocating for playstyles beyond those I enjoy. Crazy, I know.