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General Tabletop Discussion
*TTRPGs General
At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="Ovinomancer" data-source="post: 8589798" data-attributes="member: 16814"><p>From the Edward's essay:</p><p></p><p>"There cannot be any "<em>the</em> story" during Narrativist play, because to have such a thing (fixed plot or pre-agreed theme) is to remove the whole point: the creative moments of addressing the issue(s). Story Now has a great deal in common with Step On Up, particularly in the social expectation to contribute, but in this case the real people's attention is directed toward one another's insights toward the issue, rather than toward strategy and guts."</p><p></p><p>If you already know how the story ends, you've already stepped out. </p><p></p><p>That is an excerpt to highlight a point MBC was making, not the only factors needed. I'm not sure the disagreement is minor, as it attached to a fundamental precept. If we accept your premise that a fixed conclusion is Story Now, then we can walk that reasoning back to a point where a fully plotted game can also be Story Now. That fails because Story Now does not exist on a spectrum with Trad play.</p><p></p><p>This is the thrust on the contended concepts in the OP (although [USER=6696971]@Manbearcat[/USER]'s position must be inferred because he's been horribly lazy and not stated it yet). I think the system and skilled play axes put pressure on and hinder Story Now play. There are clearly modes of play in TB2 that aren't Story Now. Effort and lots of system familiarity need to be present to steer into Story Now play and I'm not convinced it's achievable even then except in short bursts. It looks to me as though the system will toggle at best, and that's it's own set of problems.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8589798, member: 16814"] From the Edward's essay: "There cannot be any "[I]the[/I] story" during Narrativist play, because to have such a thing (fixed plot or pre-agreed theme) is to remove the whole point: the creative moments of addressing the issue(s). Story Now has a great deal in common with Step On Up, particularly in the social expectation to contribute, but in this case the real people's attention is directed toward one another's insights toward the issue, rather than toward strategy and guts." If you already know how the story ends, you've already stepped out. That is an excerpt to highlight a point MBC was making, not the only factors needed. I'm not sure the disagreement is minor, as it attached to a fundamental precept. If we accept your premise that a fixed conclusion is Story Now, then we can walk that reasoning back to a point where a fully plotted game can also be Story Now. That fails because Story Now does not exist on a spectrum with Trad play. This is the thrust on the contended concepts in the OP (although [USER=6696971]@Manbearcat[/USER]'s position must be inferred because he's been horribly lazy and not stated it yet). I think the system and skilled play axes put pressure on and hinder Story Now play. There are clearly modes of play in TB2 that aren't Story Now. Effort and lots of system familiarity need to be present to steer into Story Now play and I'm not convinced it's achievable even then except in short bursts. It looks to me as though the system will toggle at best, and that's it's own set of problems. [/QUOTE]
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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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