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<blockquote data-quote="AbdulAlhazred" data-source="post: 8171542" data-attributes="member: 82106"><p>Right, so 'narrative play' as I have often called it, certainly doesn't require zero myth. However, in the context of a mystery it does require that the plot progress (at least I would find it hard to understand how a stalled/thwarted investigation in a game largely focused on that element would produce drama). Now, the 'CSI RPG' I mentioned before (is there one?) would probably not have an issue with that, as there would be multiple plot threads and within that genre a failed investigation could be dramatic, if handled right (the issues would simply be elsewhere, I'm pretty sure at least one of the CSIs had some plots like this). </p><p></p><p>I classify at least my earlier 4e campaigns as being in a similar vein. There was PLENTY of setting, a huge amount! The game also focused, to a degree, on 'D&D themes', that is it was D&D and it could lean on all the classic tropes and common genre assumptions of a D&D campaign. Quest givers and other plot devices work fine in this genre because they are expected, and can be built into setting and scene framing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8171542, member: 82106"] Right, so 'narrative play' as I have often called it, certainly doesn't require zero myth. However, in the context of a mystery it does require that the plot progress (at least I would find it hard to understand how a stalled/thwarted investigation in a game largely focused on that element would produce drama). Now, the 'CSI RPG' I mentioned before (is there one?) would probably not have an issue with that, as there would be multiple plot threads and within that genre a failed investigation could be dramatic, if handled right (the issues would simply be elsewhere, I'm pretty sure at least one of the CSIs had some plots like this). I classify at least my earlier 4e campaigns as being in a similar vein. There was PLENTY of setting, a huge amount! The game also focused, to a degree, on 'D&D themes', that is it was D&D and it could lean on all the classic tropes and common genre assumptions of a D&D campaign. Quest givers and other plot devices work fine in this genre because they are expected, and can be built into setting and scene framing. [/QUOTE]
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