Just a quoted reply to "yup <head nod>" and post something else (unrelated, though I suspect you'll agree) that I feel needs to be placed into this thread to clarify the nature of continuity and internal consistency in Story Now games.
I was having a conversation that includes
@prabe . He stated this:
I agree with prabe. This is actually a very good point to make and something that both prospective Story Now GMs and players need to have fully considered. This is a source of conceptual consternation (I say conceptual, because most folks expressing it haven't had the opportunity to test their hypothesis) and has been involved in far too many conversations on these games without drilling down.
Here is the thing.
While it isn't actually that way, it might "feel" that way. Or you might "conceptualize that it might feel that way." Your cognitive framework might trick you into thinking that
continuity and internal consistency should be fubar in these games. Its not, but I get it.
But what is true is that these games'
absolute fixation on now (as prabe mentions) might take some cognitive rejiggering of your framework because you're (a)
NEVER prescribing a future by referencing a past and (b) that means
NEVER. Nonetheless, the past and the present will "fit." They always do. Further, in these games the past is as fundamentally a prelude to the future (and the future is as fundamentally a prelude to the past) as it gets precisely because the content of
now is so heavily fixated upon...play can do nothing but just stack and stack and stack fiction and relative gamestate.
So new Story Now GMs...keep the above in mind. You or your players might need a cognitive realignment to
fixate on now, stack, and let the dominoes in front of you and behind you line up (and they will insofar as its necessary for them to do so).
From the middle out!
EDIT - Fixed autocorrect (head nod)