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<blockquote data-quote="AbdulAlhazred" data-source="post: 9243955" data-attributes="member: 82106"><p>You could not be further off the mark. The play of that Blades game with the Wayward Souls Crew, NOTHING was 'storytelling' in anything like the sense you seem to be implying. The ENTIRE story was fully emergent from start to finish. [USER=6696971]@Manbearcat[/USER] ran it, and [USER=71235]@niklinna[/USER] and [USER=70468]@kenada[/USER] played, along with Jon. We all created our characters in isolation (AFAIK, certainly they weren't created as a 'cast' with any 'show' in mind, I guess maybe the other players bounced ideas off each other, but I don't think they did, honestly). I certainly had no idea what others were doing, except they each mentioned playbooks they were looking at and I picked one nobody else had mentioned. I don't think I even had any idea what the crew type was going to be until we started. Same with backstory and whatnot, I just made something up that sounded like it would be fun.</p><p></p><p>All play was unplanned chaos basically. MBC threw stuff at us that was derived 99.5% from our own choices combined with stock BitD milieu. Frankly you could never produce anything even 1/10th as good as what happens in BitD if you just play the game as it is intended. It is rich in potentiality for 'stuff to go down', and as soon as anything kicks off it starts clocks spinning and puts fiction in motion. But the interactions of the parts, coupled with dice and curveballs like players asking for Devil's Bargain at all kinds of crazy moments, etc. means it cannot be contained to a path. I mean, you'd have to completely mangle play to get a result that was 'told as a story'. Drama arises and the end result IS an interesting tale, but its not something you could curate, at all. </p><p></p><p>Trust me on this, I've run and played 10's of thousands of hours of RPGs, I know what I'm talking about here.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9243955, member: 82106"] You could not be further off the mark. The play of that Blades game with the Wayward Souls Crew, NOTHING was 'storytelling' in anything like the sense you seem to be implying. The ENTIRE story was fully emergent from start to finish. [USER=6696971]@Manbearcat[/USER] ran it, and [USER=71235]@niklinna[/USER] and [USER=70468]@kenada[/USER] played, along with Jon. We all created our characters in isolation (AFAIK, certainly they weren't created as a 'cast' with any 'show' in mind, I guess maybe the other players bounced ideas off each other, but I don't think they did, honestly). I certainly had no idea what others were doing, except they each mentioned playbooks they were looking at and I picked one nobody else had mentioned. I don't think I even had any idea what the crew type was going to be until we started. Same with backstory and whatnot, I just made something up that sounded like it would be fun. All play was unplanned chaos basically. MBC threw stuff at us that was derived 99.5% from our own choices combined with stock BitD milieu. Frankly you could never produce anything even 1/10th as good as what happens in BitD if you just play the game as it is intended. It is rich in potentiality for 'stuff to go down', and as soon as anything kicks off it starts clocks spinning and puts fiction in motion. But the interactions of the parts, coupled with dice and curveballs like players asking for Devil's Bargain at all kinds of crazy moments, etc. means it cannot be contained to a path. I mean, you'd have to completely mangle play to get a result that was 'told as a story'. Drama arises and the end result IS an interesting tale, but its not something you could curate, at all. Trust me on this, I've run and played 10's of thousands of hours of RPGs, I know what I'm talking about here. [/QUOTE]
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