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: 8286687" data-attributes="member: 7016699"><p>I have no doubt that it can feel cinematic, but a scene--however much time it takes, and however much it might reveal about the character/s in it--is not a story. There might be a narrative to it, yes, and pacing, but it's not a story.</p><p></p><p>If you're playing to experience a written story, that's an adventure path. If you're playing to experience a structured story the game generates, then the game rules are curating the fiction. In either event, the players are pretty much just along for the ride.</p><p></p><p>I do not believe I have asserted that a structured story--complete with three-act structure, rising action, and suchlike--is what emerges from 5E play. A narrative--and an interesting narrative--certainly can.</p><p></p><p>I'd say that the game is written to generate the experience of playing through a story, because it's written to be used with Adventure Path type published adventures; in this case generating the experience of playing through a story is not the same thing as generating a story (though different tables going through the same Adventure Path might generate varying narratives).</p><p></p><p></p><p>Yes. Given that I think trying to emulate literature in TRPGs is a bad idea, it shouldn't be a surprise that I think foreshadowing is a pretty bad GMing technique. I mean, putting a gun on the mantelpiece is a thing, but as a GM that's really more like establishing the fiction so you can remain consistent with it.</p><p></p><p>I can tell you that to me as a player it doesn't feel like foreshadowing, and it doesn't feel entirely uncurated.</p><p></p><p>The history of RPG design and GM advice is laden with horrible ideas, at least as much as good ones. The commercial success of crap doesn't mean it's not crap. See the recent discourse about <em>Shrek</em>.</p><p></p><p>Both of those games talk a lot about story that emerges from play, and the story that emerges in play, IME, isn't anything like structured fiction, even in PbtA or Fate.</p><p></p><p>The tension that arises in the OP arises out of a clash between a GM's desire to write a story and the players' desire to change it. My feeling is that if the players aren't going to be allowed to change the story, there's no point to play.</p><p></p><p>Heh. My approach to using a coin-toss is to define the options, toss the coin, and go with the result I find myself hoping for. If I don't find myself hoping for a specific result, I go with what the coin shows.</p><p></p><p>That aside, I don't think it's unhelpful at all to point out that a game built to generate a specific shape of fiction is removing the ability of the people around the table to decide the shape of the fiction. If following the rules of the game generates a specific form or structure of story, the game is curating that--and maybe it's worth looking at how.</p><p></p><p>Narratives absolutely emerge. Structured stories less so.</p></blockquote><p></p>
[QUOTE="prabe, post: 8286687, member: 7016699"] I have no doubt that it can feel cinematic, but a scene--however much time it takes, and however much it might reveal about the character/s in it--is not a story. There might be a narrative to it, yes, and pacing, but it's not a story. If you're playing to experience a written story, that's an adventure path. If you're playing to experience a structured story the game generates, then the game rules are curating the fiction. In either event, the players are pretty much just along for the ride. I do not believe I have asserted that a structured story--complete with three-act structure, rising action, and suchlike--is what emerges from 5E play. A narrative--and an interesting narrative--certainly can. I'd say that the game is written to generate the experience of playing through a story, because it's written to be used with Adventure Path type published adventures; in this case generating the experience of playing through a story is not the same thing as generating a story (though different tables going through the same Adventure Path might generate varying narratives). Yes. Given that I think trying to emulate literature in TRPGs is a bad idea, it shouldn't be a surprise that I think foreshadowing is a pretty bad GMing technique. I mean, putting a gun on the mantelpiece is a thing, but as a GM that's really more like establishing the fiction so you can remain consistent with it. I can tell you that to me as a player it doesn't feel like foreshadowing, and it doesn't feel entirely uncurated. The history of RPG design and GM advice is laden with horrible ideas, at least as much as good ones. The commercial success of crap doesn't mean it's not crap. See the recent discourse about [I]Shrek[/I]. Both of those games talk a lot about story that emerges from play, and the story that emerges in play, IME, isn't anything like structured fiction, even in PbtA or Fate. The tension that arises in the OP arises out of a clash between a GM's desire to write a story and the players' desire to change it. My feeling is that if the players aren't going to be allowed to change the story, there's no point to play. Heh. My approach to using a coin-toss is to define the options, toss the coin, and go with the result I find myself hoping for. If I don't find myself hoping for a specific result, I go with what the coin shows. That aside, I don't think it's unhelpful at all to point out that a game built to generate a specific shape of fiction is removing the ability of the people around the table to decide the shape of the fiction. If following the rules of the game generates a specific form or structure of story, the game is curating that--and maybe it's worth looking at how. Narratives absolutely emerge. Structured stories less so. [/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