Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="prabe" data-source="post: 8286466" data-attributes="member: 7016699"><p>I think you have done a good job of getting at the differences in how posters are using the language.</p><p></p><p>I do believe that story--or at least narrative--emerges from play, yes, but I think it's (at least mostly) only visible looking backward.</p><p></p><p>Story structure is a thing, but there are enough different types of story structures that I wouldn't say that every story will fit into the structure you describe. It seems easy and natural to me to describe a D&D campaign as a picaresque, for instance, which is a story that often eschews that sort of structure.</p><p></p><p>That said, there is without question a difference between a narrative and a story.</p><p></p><p>Sure. There's a difference between playing a game to go through a pre-planned story, and playing to generate a narrative. I think I'd use <em>fiction</em> to include setting and character stuff that might not directly effect or reflect in the <em>narrative</em> as well as the events; the <em>narrative</em> would be pretty much your "fictional sequence of events." In this context I think I'd think of <em>story</em> as being a narrative authored instead of generated through play. So most adventure paths would seem to have stories inherent in them, and any GM working from the OP's "Storytelling Imperative" plausibly has a story in mind.</p><p></p><p>There's probably space between us, here, but I don't think it's unbridgeable.</p><p></p><p>If one is using "curation" that way, I think a GM who chooses the types of instigating events to frame into the fiction is plausibly curating the fiction, or the narrative, in such a way as to achieve a particular presentation or effect--but maybe without concern as to the result. If I frame in a fallen wizard's tower (on a crashed flying island) presentation is self-evident, and so is aesthetic (I think); if I don't care what the PCs do, though, I don't think I'm curating a story--though I would say I'm definitely curating the fiction.</p><p></p><p>Talking about foreshadowing in a TRPG seems kinda like trying to pound a square peg into a round hole. Playing a TRPG isn't the same experience as reading a novel, and foreshadowing is one of those things that works well in literature but not so much in a TRPG. Same goes with "ensuring what happens next will be a climax."</p><p></p><p>I think that's at the heart of the conflict in the OP, which I don't see: It's taking as a given that one can or should reproduce literary effects in a TRPG. Since I think it's not possible--and in fact I think it's a bad idea to try--because the media are so different, the conflict in the OP pretty much literally does not exist for me as a GM.</p><p></p><p>I'd say that if the rules for a given game ensure a literary structure will emerge from play without the people at the table doing anything to make it happen (other than play the game by the rules) then the rules are curating the fiction to generate a story.</p><p></p><p>I think part of the reason those games don't have the market share (other than D&D being first-to-market, lo these many years ago, and all the advantages that entails) might be that 5E doesn't curate the fiction, and explicitly allows the people at the table to make fiction in any shape or structure they want/choose.</p></blockquote><p></p>
[QUOTE="prabe, post: 8286466, member: 7016699"] I think you have done a good job of getting at the differences in how posters are using the language. I do believe that story--or at least narrative--emerges from play, yes, but I think it's (at least mostly) only visible looking backward. Story structure is a thing, but there are enough different types of story structures that I wouldn't say that every story will fit into the structure you describe. It seems easy and natural to me to describe a D&D campaign as a picaresque, for instance, which is a story that often eschews that sort of structure. That said, there is without question a difference between a narrative and a story. Sure. There's a difference between playing a game to go through a pre-planned story, and playing to generate a narrative. I think I'd use [I]fiction[/I] to include setting and character stuff that might not directly effect or reflect in the [I]narrative[/I] as well as the events; the [I]narrative[/I] would be pretty much your "fictional sequence of events." In this context I think I'd think of [I]story[/I] as being a narrative authored instead of generated through play. So most adventure paths would seem to have stories inherent in them, and any GM working from the OP's "Storytelling Imperative" plausibly has a story in mind. There's probably space between us, here, but I don't think it's unbridgeable. If one is using "curation" that way, I think a GM who chooses the types of instigating events to frame into the fiction is plausibly curating the fiction, or the narrative, in such a way as to achieve a particular presentation or effect--but maybe without concern as to the result. If I frame in a fallen wizard's tower (on a crashed flying island) presentation is self-evident, and so is aesthetic (I think); if I don't care what the PCs do, though, I don't think I'm curating a story--though I would say I'm definitely curating the fiction. Talking about foreshadowing in a TRPG seems kinda like trying to pound a square peg into a round hole. Playing a TRPG isn't the same experience as reading a novel, and foreshadowing is one of those things that works well in literature but not so much in a TRPG. Same goes with "ensuring what happens next will be a climax." I think that's at the heart of the conflict in the OP, which I don't see: It's taking as a given that one can or should reproduce literary effects in a TRPG. Since I think it's not possible--and in fact I think it's a bad idea to try--because the media are so different, the conflict in the OP pretty much literally does not exist for me as a GM. I'd say that if the rules for a given game ensure a literary structure will emerge from play without the people at the table doing anything to make it happen (other than play the game by the rules) then the rules are curating the fiction to generate a story. I think part of the reason those games don't have the market share (other than D&D being first-to-market, lo these many years ago, and all the advantages that entails) might be that 5E doesn't curate the fiction, and explicitly allows the people at the table to make fiction in any shape or structure they want/choose. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
Top