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*TTRPGs General
At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="Gorgon Zee" data-source="post: 8591382" data-attributes="member: 75787"><p>I've never really felt that advocating only for your character is ever going to work out well except when you have a very homogenous group -- one for which advocating for your character will always also further <em>the story</em> and fit within the genre and themes established (and yes, I'm deliberately using 'the story' here).</p><p></p><p>I get the impression that the constraints that Ron Edwards puts on games to be <strong>Story Now</strong> are assuming a group of people who have already agreed on the genre and themes (what Edwards terms 'the story') and so saying "ignore them when you make decisions" is really saying "don't consciously think about them because you're already doing that".</p><p></p><p>The only way Story Now can work as stated is if you are running a game that has no genre, theme or anything shared up front. Since the premise is that the theme and genre get created purely by character advocacy, it's just not possible to say "let's play a 4-color superhero game using a Story Now approach" as the constraints on being 4-color must be maintained by considering the story, and a character who decides that what is best for their character is to torture clues out of innocents is going to break the genre.</p><p></p><p>So Story Now is either only useful for one very specific form of untamed, un-genred game, or it only works if "the story" is an assumption that although players are not supposed to consider, they actually do.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8591382, member: 75787"] I've never really felt that advocating only for your character is ever going to work out well except when you have a very homogenous group -- one for which advocating for your character will always also further [I]the story[/I] and fit within the genre and themes established (and yes, I'm deliberately using 'the story' here). I get the impression that the constraints that Ron Edwards puts on games to be [B]Story Now[/B] are assuming a group of people who have already agreed on the genre and themes (what Edwards terms 'the story') and so saying "ignore them when you make decisions" is really saying "don't consciously think about them because you're already doing that". The only way Story Now can work as stated is if you are running a game that has no genre, theme or anything shared up front. Since the premise is that the theme and genre get created purely by character advocacy, it's just not possible to say "let's play a 4-color superhero game using a Story Now approach" as the constraints on being 4-color must be maintained by considering the story, and a character who decides that what is best for their character is to torture clues out of innocents is going to break the genre. So Story Now is either only useful for one very specific form of untamed, un-genred game, or it only works if "the story" is an assumption that although players are not supposed to consider, they actually do. [/QUOTE]
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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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