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<blockquote data-quote="Rogue Agent" data-source="post: 5766499" data-attributes="member: 6673496"><p>Are you sure? I could have sworn you said it was a heck of a lot of heavy lifting that will never see play.</p><p></p><p></p><p></p><p>Guess you're right. I must be mistaking you with the guy who hacked your account and has been posting messages under your name. My bad. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p><p></p><p></p><p> </p><p>Here's the thing: We've done that. Most recently, in post #136, I clearly defined plot as "a sequence of events". (For purely narrative purposes we might want to nail that down a little more specifically as "the sequence of events which occurs in a story", but since you apparently don't want to define the term "story", either, let's not open that can of worms.)</p><p></p><p>You're the one who refuses to explain what you mean by the use of the word "plot".</p><p></p><p></p><p></p><p>And here, again, we see your sophistry.</p><p></p><p>(1) You attempt to re-conflate pregenerated plot with plot generated during gameplay.</p><p></p><p>(2) You use the latter to claim that the former isn't railroading.</p><p></p><p>(3) Then you slide right back to talking about pregenerated plot.</p><p></p><p>(4) And then you, yet again, claim that a pregenerated/pre-scripted sequence of events isn't pre-scripted because it's also possible to have a sequence of events that is generated during play.</p><p></p><p>If you literally can't figure out the difference between "events I determined before play began" and "events that were determined during play", then there's really not much more to discuss, right? At that point you'll be telling us that you have a complete conceptual block where this topic is concerned and continuing the discussion with you would be like attempting to discuss color choices with a blind person.</p><p></p><p></p><p></p><p>Also, as an addendum that occurred to me overnight:</p><p></p><p>(4) It increases the GM's responsibility for player satisfaction. (If the players are free to choose their own path and their own solutions, they can generally be relied on to choose the stuff that they'll find entertaining. If the GM is negating those choices, however, the GM makes himself responsible for satisfying the players.)</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5766499, member: 6673496"] Are you sure? I could have sworn you said it was a heck of a lot of heavy lifting that will never see play. Guess you're right. I must be mistaking you with the guy who hacked your account and has been posting messages under your name. My bad. :angel: Here's the thing: We've done that. Most recently, in post #136, I clearly defined plot as "a sequence of events". (For purely narrative purposes we might want to nail that down a little more specifically as "the sequence of events which occurs in a story", but since you apparently don't want to define the term "story", either, let's not open that can of worms.) You're the one who refuses to explain what you mean by the use of the word "plot". And here, again, we see your sophistry. (1) You attempt to re-conflate pregenerated plot with plot generated during gameplay. (2) You use the latter to claim that the former isn't railroading. (3) Then you slide right back to talking about pregenerated plot. (4) And then you, yet again, claim that a pregenerated/pre-scripted sequence of events isn't pre-scripted because it's also possible to have a sequence of events that is generated during play. If you literally can't figure out the difference between "events I determined before play began" and "events that were determined during play", then there's really not much more to discuss, right? At that point you'll be telling us that you have a complete conceptual block where this topic is concerned and continuing the discussion with you would be like attempting to discuss color choices with a blind person. Also, as an addendum that occurred to me overnight: (4) It increases the GM's responsibility for player satisfaction. (If the players are free to choose their own path and their own solutions, they can generally be relied on to choose the stuff that they'll find entertaining. If the GM is negating those choices, however, the GM makes himself responsible for satisfying the players.) [/QUOTE]
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