JohnSnow
Hero
Col_Playdoh said:Howdy Henry,
As I agree completely with Mythusmage's take on this matter, and he is spot on, all I can say to your query addressed to him is this: the aim of the RPG is not to eventually create a story. Any story that evolves during or after play is a bonus that is developed by the participants who enjoyed playing a game.
Cheers,
Gary
Here's a first - I agree with Gary and Mythusmage.
My personal preference in RPGs is towards rules that lend themselves to the playing of a game. However, part of the experience of "playing an RPG" is to make decisions "as your character would" not as a player "playing a game." That's where the waters get incredibly muddy.
The intention of a roleplaying game is to have fun playing the game. The decision factors should be mostly "How would X react to this situation?" and NOT, "what's the most advantageous decision from a game standpoint?"
My reasoning for the necessity of a consistent "game world" is that I can't decide how my character would react if I don't know what he knows. That's HUGE. I can separate what I know from what he knows (that's what roleplaying IS), but I can't assume knowledge that I don't have that my character should. And to me, that's the role of the rules in the game - providing that frame of reference from which my decisions on my character's behalf can be informed. The uncertainty is provided by the dice, but just as I know what my chances are of clearing a 10' pit before I make the jump, so too should my character (ergo, me as his player).
I think this gets very complicated, because all roleplayers are storytellers as well as playing out a simulated life (virtual reality, if you will). As players, we define our characters' pasts. That's storytelling. As GMs, we design the world up until the point where the players enter it. That's storytelling. Things go on in the world around the players - that's storytelling. But where those are influenced by the PCs, that's not storytelling, it's a living, virtual world. If your storytelling is good, figuring out the decisions of your creations is easy. Some things the GM does are still "story" elements because the GM plays the role of the arbitrary events that aren't in the control of any person - like earthquakes, weather, and so forth. And because the GM is constantly adding things to the world - expanding the story. But where those things meet the players, it's not story anymore - it's simulated reality.
Of course, that's just my take on it.