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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8590159" data-attributes="member: 82106"><p>But the full definition of 'story' seems to be more than simply 'plot', doesn't it! If I accept that your response is prima facie a correct interpretation of the RE's intent, then some very classic Story Now games are excluded! I mean, there's no doubt how <em>My Life With Master</em> will end, is there? I would still call it a story now game. I think in this case 'story' is more than 'plot', it is also all the questions that are asked and answered along the way, and how the game unfolds in character terms (drama). Also we start to run up against the problems with the whole RE GNS conception of things (and apparently he'd be the first to point this out, though I have certainly never talked to him, nor even followed his writing all that closely).</p><p></p><p>That is IMHO not a good argument. There is a HUGE DIFFERENCE between a story with a fixed element of plot, and one in which every single aspect of play is fixed. I would say that these are OPPOSITE sorts of situations, and thus totally different! Honestly, I don't think any freedom of character development and drama are lost between the alternatives of a fixed endpoint and a completely open-ended endpoint. Sure, my 'the space station burns up' ending does put a peg in things, there won't be any sequel to THAT game, but that is really all it did. I'd suggest running a scenario of that type, you'll see what I mean pretty quickly, it is VASTLY less limiting than you think! More the opposite even. It certainly unburdened the players from the usual mentality of 'keeping my character healthy' (or rich, or whatever). In fact it was the whole 'Run your character like a stolen car' remark that brought this scenario to mind, because it was definitely a good description of that game! In fact that was one of the themes that falls out of it is "what if there really are no consequences..."</p><p></p><p>Here I think we can agree entirely, even if we might quibble about the lines between agendas.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8590159, member: 82106"] But the full definition of 'story' seems to be more than simply 'plot', doesn't it! If I accept that your response is prima facie a correct interpretation of the RE's intent, then some very classic Story Now games are excluded! I mean, there's no doubt how [I]My Life With Master[/I] will end, is there? I would still call it a story now game. I think in this case 'story' is more than 'plot', it is also all the questions that are asked and answered along the way, and how the game unfolds in character terms (drama). Also we start to run up against the problems with the whole RE GNS conception of things (and apparently he'd be the first to point this out, though I have certainly never talked to him, nor even followed his writing all that closely). That is IMHO not a good argument. There is a HUGE DIFFERENCE between a story with a fixed element of plot, and one in which every single aspect of play is fixed. I would say that these are OPPOSITE sorts of situations, and thus totally different! Honestly, I don't think any freedom of character development and drama are lost between the alternatives of a fixed endpoint and a completely open-ended endpoint. Sure, my 'the space station burns up' ending does put a peg in things, there won't be any sequel to THAT game, but that is really all it did. I'd suggest running a scenario of that type, you'll see what I mean pretty quickly, it is VASTLY less limiting than you think! More the opposite even. It certainly unburdened the players from the usual mentality of 'keeping my character healthy' (or rich, or whatever). In fact it was the whole 'Run your character like a stolen car' remark that brought this scenario to mind, because it was definitely a good description of that game! In fact that was one of the themes that falls out of it is "what if there really are no consequences..." Here I think we can agree entirely, even if we might quibble about the lines between agendas. [/QUOTE]
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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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