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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="Manbearcat" data-source="post: 8591484" data-attributes="member: 6696971"><p>Regarding this most recent disposition change of the thread, I’m going to offer up something for folks interested in this segment of the discussion.</p><p></p><p>I had a fun and interesting conversation with some pals last night after running Stonetop for them.</p><p></p><p>I posed a hypothetical of a game about the world ending via asteroid/comet strike. It’s not about forestalling the apocalypse but rather it’s about how you spend your last days. Do you write a letter and speedily drive it across country to hand deliver to someone you secretly love or someone you need to make peace with? Do you plot and assassinate the murderer of a loved one? Do you plan and throw a massive party? Do you convince your loved ones to join you in ritual suicide and do the deed? Etc.</p><p></p><p>The game is about engaging with that premise, resolving it, and revealing these characters via scenes that accrue Despair, Meaning, and Connection. You create your opening character, you create a goal, your assign stats. Those stats and that goal are foundational to the resolution of your final scene. As you move through scenes toward the final scene of your character, these stats change as immediate fallout and upon reflection (Dogs in the Vineyard-ish).</p><p></p><p>The background of the apocalypse is constraining framing to generate and animate these characters; to provoke play. The antagonist here is not the impending apocalypse.The antagonist is “what will stop you, particularly internally (eg your Despair score exerting more influence than your Meaning and/or Connections score), from doing what you set out to do in the time you have.”</p><p></p><p>1) Is this <strong>a Story Now game</strong> because <em>it fits all the parameters and confined and focused play space for premise/distillation of emergent theme/character is not anathema</em>?</p><p></p><p>2) Is this <strong>not a Story Now game</strong> because <em>the encoded constraints on premise disallow you from choose your antagonist as “The Impending Apocalypse</em>” <em>and allowing play to flow from that antagonist/goal? </em>Put another way, if you could choose your antagonist as The Impending Apocalypse > create a scientist PC whose goal is to forestall the apocalypse > your scenes and derivative stats and “final showdown” would be anchored to that goal, then the game only now becomes Story Now?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8591484, member: 6696971"] Regarding this most recent disposition change of the thread, I’m going to offer up something for folks interested in this segment of the discussion. I had a fun and interesting conversation with some pals last night after running Stonetop for them. I posed a hypothetical of a game about the world ending via asteroid/comet strike. It’s not about forestalling the apocalypse but rather it’s about how you spend your last days. Do you write a letter and speedily drive it across country to hand deliver to someone you secretly love or someone you need to make peace with? Do you plot and assassinate the murderer of a loved one? Do you plan and throw a massive party? Do you convince your loved ones to join you in ritual suicide and do the deed? Etc. The game is about engaging with that premise, resolving it, and revealing these characters via scenes that accrue Despair, Meaning, and Connection. You create your opening character, you create a goal, your assign stats. Those stats and that goal are foundational to the resolution of your final scene. As you move through scenes toward the final scene of your character, these stats change as immediate fallout and upon reflection (Dogs in the Vineyard-ish). The background of the apocalypse is constraining framing to generate and animate these characters; to provoke play. The antagonist here is not the impending apocalypse.The antagonist is “what will stop you, particularly internally (eg your Despair score exerting more influence than your Meaning and/or Connections score), from doing what you set out to do in the time you have.” 1) Is this [B]a Story Now game[/B] because [I]it fits all the parameters and confined and focused play space for premise/distillation of emergent theme/character is not anathema[/I]? 2) Is this [B]not a Story Now game[/B] because [I]the encoded constraints on premise disallow you from choose your antagonist as “The Impending Apocalypse[/I]” [I]and allowing play to flow from that antagonist/goal? [/I]Put another way, if you could choose your antagonist as The Impending Apocalypse > create a scientist PC whose goal is to forestall the apocalypse > your scenes and derivative stats and “final showdown” would be anchored to that goal, then the game only now becomes Story Now? [/QUOTE]
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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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