Well, Cutter, I'm guessing mythusmage has put us on his ignore list because we are challenging his view that he didn't just invent the idea of simulationist play the other day. I'm guessing Sweeny and Umbran will join the list soon. Of course, you're being more offensive than I by repeatedly directing him to a website where people are and have been discussing his idea with greater sophistication for several years. Still, say what you will about the tenets of exclusionary simulationism, at least it's an ethos.
Nevertheless, because I have a major paper I have to submit in two weeks, I feel called upon to waste 15 minutes responding to mythusmage's "points" anyway.
mythusmage said:
Note that the stories are told about the adventure, after the adventure has occured. The adventure itself is not a story, but (fictional) life as it happens. A very important difference.
First of all, mythusmage, perhaps you could tell us why Story Now games are not what they claim to be. How do you explain games like
Buffy that include mechanics that act directly on story? Are these games, like the ones that include battle maps, not RPGs either? Most RPGs are only story post-facto; a subset are stories both post-facto
and during play.
mythusmage said:
SweeneyTodd said:
I *think* mythusmage is saying that the events of a roleplaying game should consist of players living out the fictional lives of their characters in a world created by the GM. Dramatic things will just sorta happen if you do that, right?
Not really. It is not a case of 'should' but a case of 'is'. In my considered opinion that is the best way to describe what goes on in a session.
Mythusmage, at this point I'm just going to come out and say it: you are acting like a megalomaniac. You state that something that appears to be a preference a "should be" is not really a preference but a fact, an absolute truth. What proof do you offer of this? You state "it is my considered opinion that this is the best way." The fact that you find a particular way or working is most effective in your own life does not make this way of working an absolute universal fact for everyone else in the world. You sound absolutely pathological here conflating your "considered opinion" about what is "best" with an unalterable universal fact. Step back and take a look at how you are communicating.
I'll get into why treating a session as story is a bad idea later.
So, it's bad for people to enjoy narrativist games? How, exactly, are they harming themselves or others by playing games with their friends in the privacy of their own homes and enjoying that experience. Why is it important for you to stop people having fun in this way?
You are asking stories to be something they are not. You can improvise in a theatrical scenario or when story telling, but the basic plot is laid out and is followed. An RPG adventure cannot be plotted because too much is indeterminable. Because events cannot be predetermined with any accuracy this means sessions cannot be stories according to the traditional meaning.
Have you ever read about how storytelling works in oral tradition cultures? Some anthropologists make the argument that storytelling started as a decentred, unpredictable, multi-person activity and that our modern construction of stories with careful plotting and a single narrator only came later. Are you really taking the position that cultures like the Australian Aborigines don't tell stories?
You see, mythusmage, things seem very clear to you right now because you have never studied storytelling, RPG theory or anything else about which you have been issuing authoritative "proclamations" the past few days. Being ignorant is an easy way to make the world appear simple and easily definable.
The purpose of any RPG is not to help you tell stories, the purpose of an RPG is to help you have adventures.
Actually, the purpose of RPGs is to get together with your friends and have fun. They have no grand social purpose beyond that because
It's just a game, man. 