Close This Thread

Status
Not open for further replies.
mythusmage said:
The Difference Between Story and RPGs

Story: What I decide happens is what happens.

RPGs: What I decide happens is what might happen, if luck falls my way.

Okay, morning crew. Boil down the semantics, this is what I get. He did tell us that he's not talking about how people play, but about definitions. Let's remember that mythusmage is using the above definitions in his replies.

So, everybody else in the thread: I don't think any of us are using these definitions. Apart from a brief discussion on railroading, everybody's taking for granted that players and GM have input on what happens, mediated by random factors.

So how are we defining story? I think pretty much everybody's okay with "The stuff that happened in the game." That's maybe more of a transcript than a story, but it sounds like that's what everybody but mythusmage is talking about.

So by our definition of story, we all create it together with the help of randomizers. That sound about right to people?
 

log in or register to remove this ad

mythusmage said:
Sometimes the plot is laid down before the telling, sometimes it's laid down during the telling. Now, while you were telling the tale when did the characters have any opportunity to change the course of events of their own accord?

Any writer who tells you his characters took over the story is selling you something. They took nothing over, he decided to change it.

I promise not to get caught up in point-by-point debating, but Oh Man.

Counterpoint:

"Any player who tells you his character took over the story is selling you something. They took nothing over, he decided to change it."

Characters aren't real. The people at the table are the ones making the decisions.

If you took a couple of people around a campfire, had them go around the circle adding to a story, and used rock-paper-scissors to resolve disagreements over which way the story went, are they telling a story?

Take the same group, give one guy a funny hat. Everybody else takes a single character, and they can only tell stuff about that character. Funny Hat Guy can tell stuff about anybody else but those characters. Are they playing a RPG?

Is there much of a difference?

Now if you want to say the difference is whether they're "telling a shared story" or "living in an imagined world", okay. But I don't see a difference other than the agenda they bring to the campfire. They both are creating fictional events that should have some kind of consistency.

I'm guessing mythusmage would say both the examples above are RPGs, and not stories. In which case we've got "story = one author, no randomness", which is a pretty restrictive definition that most people in the thread haven't signed on for. If you define "bird = flying animal", then a penguin's not a bird.
 

Holy Cow, I just picked this thread up this morning and have spent some time catching up. This thread has went absolutely no where and has taken three pages to get there, with one side debating an RPG philosophy and the other arguing semantics. But its been interesting! :)

I was hooked with the first post because I adamantly disagreed with MM who stated that RPG's were not a form of storytelling. I still disagree and feel like most of the points you've brought up as evidence MM, actually fall more in line with storytelling than you give credit. Some good points have been brought forward in the form of collaborative and improptu storytelling. MM rebutted with...

mythusmage said:
Now, while you were telling the tale when did the characters have any opportunity to change the course of events of their own accord?
I say never, they never had the opportunity. But this is a misleading question because neither do RPG characters. The characters are imaginary constructs and as such have no decision making power. Everything that a character in an RPG or a story (I'll keep them separate since that's the debate ;)) does is dictated by the player...or author. The character in an RPG has no more freedom of action than a character in a story.

And one more...
mythusmage said:
In an RPG you're dealing with the world and not the story. The story is how things went in that particular version of the world. In your version things can (and likely will) go quite differently.
Stories and RPGs are exactly the same in this regard. The "world" of either is no larger than elements of that world you're using to tell the story, or play the game. In both we're aware that there is a greater world beyond the scope of the present situation but its influence is limited to those elements that have a bearing upon what's taking place.

I'm with SweeneyTodd in that this is primarily an issue with our collective definition of "storytelling". If you believe that storytelling only takes place in the recap of transpired events then MM is correct. If you believe that storytelling is inclusive of the events as they happen, whether there is more than one storyteller with randomizers or not, then RPGs must be a form of storytelling. :)
 
Last edited:

Sorry but ENWorld has met many needs in my life since I quit politics: community, vibrant discourse and brutalizing people in debate. I am going to fulfil this latter desire this morning, contrary to the very best efforts of Sweeney to head me off. Oops. As I'm writing this, I see he's been sucked in by the temptation too.
mythusmage said:
statements re RPGs is based on first hand experience. I have found that relying on what someone else says about a phenomenon leads to error and misunderstanding.
This, right here, is the essential problem with your approach, mythusmage. What this restricted data set allows you to do is make generalizations about the kinds of games you have played. It does not permit you to make generalizations about types of games that others have played and you have not. But let's look at where you take your worldview:
The fact there are Narrativist RPGs around does nothing to support the claim RPGs are a form of story telling... RPGs do not model story, they model real life. The events in an RPG are imaginary, but they more closely resemble real life than story.... Storytelling certainly has a place in RPG, but it's not during actual play.
You see, most people with an empirical approach to the world would, at least for a moment, ask themselves, "If all these people are reporting experiencing gaming differently than I do, might it be possible that they are having types of gaming experiences I have not had?" You don't do that. You assume, "My experience of gaming contains the full range of all possible experiences of gaming. Therefore, when somebody reports having a different experience than I have had, they must be mistaken about what they have experienced." I suggest that you visit a professional to have your ego boundaries checked. You have never played an RPG that seeks to model story nor will you accept the accounts of people who play them about what they are like; so how can you possibly declare that RPGs cannot model story as a matter of definition?
My goal is to change how people see RPGs, not how they play them.
But if you won't accept people's evidence when they tell you how they experience RPGs, how can you propose to change their experience of them?
You appear to assume I'm a simulationist, when I've said nothing about simulating anything. To clarify, I've said nothing about how RPGs simulate life. I have said on a number of occasions that RPGs are like life for thus and such reason
Further evidence that you haven't read the GNS theory. Now, granted, like you, I don't hold with the theory in its entirety; for instance, narrativism is too narrow a category and effectively defines a bunch of game dynamics/mechanics that act directly on story as simulationist rather than narrativist; for another thing, the language is occult and judgemental (your literal interpretation of what simulationism means being another expample of this flaw). But, at least I know the theory when I debate people about it. If you understood Edwards' definition of simulationism, you would know that your view of RPGs is nothing short of an archetypal case of it. It seems you have little business suggesting a theory should be supplanted by your own if you haven't bothered to discern what the theory is even saying. In the same vein, you say,
As far as I can see, the Narrativist meme is based on the supposition that RPGs are like, analogous, to stories. Since RPGs by their very nature cannot be like stories, the Narrativist Stance has no real validity. There are games that treat RPGs like story, but when you observe what goes on in a session you'll note that what happens is nothing like a story.
Again, I can criticize you and Edwards at the same time, Edwards for using terms with counter-intuitive definitions, you, for obviously not bothering to read and understand his definition of narrativism and, for assuming that it is impossible by definition for an RPG to fit into your definition of storytelling (Edwards actually characterizes this type of game as Illusionism rather than Narrativism but, at least he recognizes that it is possible for such games not only to exist but to be fulfilling).
My statements re RPGs is based on first hand experience. I have found that relying on what someone else says about a phenomenon leads to error and misunderstanding. And that the conclusion arrived at very often depends on the author's starting assumptions.

Have the conclusions reached by those stuidies on story telling and RPG theory been tested? Or is it a case of, "That sounds good, we'll go with it."? Are they, in other words, good science?
So, let's compare the amount of testing Edwards & Co. have done to develop their theory to the amount you have done to develop yours. Now, I'm the first to accuse Edwards of a strong theoretical bias but may I ask how you can feel so certain that your own starting assumptions aren't getting in the way of your understanding of things? It seems to me that accusations that someone is not practicing good science hold a lot more water when you can show that you have practiced or at least intend to practice better science.

I note that you would not answer my question about storytelling in oral tradition cultures, in which more than one narrator works together to improvisationally generate story. I note, in your response to Umbran's account of making up a story to tell a friend's child, you responded,
Sometimes the plot is laid down before the telling, sometimes it's laid down during the telling. Now, while you were telling the tale when did the characters have any opportunity to change the course of events of their own accord?
Mythusmage, in narrativist and other games in which mechanics act directly on story, the characters don't change anything. The players do. And that certainly could have happened in Umbran's annecdote. What if Umbran's friend's son had said at some point during the tale, "Is this when he met the Ninja-Bison?" If Umbran had not been thinking of a Ninja-Bison but then promptly included one, the storytelling would have been both unpredictable and collaboratively narrated. (I personally find this an unfulfilling way to generate story but for many people who play narrativist games, it can be great fun if done right.) Now, I think I'll conclude by just repeating myself in response to your last statement to me:
Sometimes things are what they are. African-Americans have dark skin. A fact that has lead no small number of people over the years to grossly underestimate African-American capabilities. A 'what is' leading to many a fallacious 'must be'. In the case of RPGs we get something that one could characterize as; since what happens in an adventure is imaginary, it must be like a story.

My argument is, no it doesn't. What we have with RPGs is something new. Something that is imaginary, something that contains what are by any definition fictional events, but is not a story. What happens during a session is make believe, and yet true. (Aint that a bundle of contradictions? ) I submit, sir, that by trying to make RPGs fit the story paradigm one is limiting what RPGs could be, and limiting enjoyment of the hobby. It is, in short, limiting the audience and thus limiting the viability of the hobby and industry.
Now, speaking of things with darkly-coloured surfaces, I think the kettle has something to say to you. Your argument is that because it is possible for RPGs to not be storytelling, it is therefore impossible for them to ever be storytelling. Talk about limiting possibilities. The majority of RPGs do not generate story by engaging in storytelling; but a minority do. I am not trying to make RPGs fit into any paradigm, story or otherwise. You are the one insisting that all RPGs must be NOT STORY. It is you, not the rest of us, who is seeking to jam the entire range of possible RPG play into your sorry excuse for a paradigm. You may recall, I entered this debate agreeing with you that I approach the rules as the physics of the world, just as you do. Your problem is that you have intellectually limited yourself so you cannot conceive of a system of physics in which narrative structures are part of the inherent nature of reality and people can act directly upon them.
 

fusangite said:
Sorry but ENWorld has met many needs in my life since I quit politics: community, vibrant discourse and brutalizing people in debate. I am going to fulfil this latter desire this morning, contrary to the very best efforts of Sweeney to head me off. Oops. As I'm writing this, I see he's been sucked in by the temptation too.

Hey, fun is where you make it. I figure you haven't been trolled if you've been goaded into responding but enjoyed doing so. :)

I'm going to stay away from Narrativism in general in this thread, because you're right, the name doesn't match the meaning. It's more about making a particular kind of story (one that addresses theme) than about making stories in general. You can ignore theme entirely and still have a story about "what these characters did."

I think my main point is that whether mechanics determine "Can I say a Ninja-Bison appears?" or "Can my character hit this orc with his sword?", they're still just tools used by the people at the table to create and resolve a series of events. You can call that a "shared imaginative space" or "living in a virtual world" or "frobozzle", but "story" is easiest, and it fits for most people.
 
Last edited:

donbaloo said:
If you believe that storytelling only takes place in the recap of transpired events then MM is correct. If you believe that storytelling is inclusive of the events as they happen, whether there is more than one storyteller with randomizers or not, then RPGs must be a form of storytelling. :)
I think there is another element of this as well - storytelling as plot, in which the GM (or sometimes a player) plans out a storyline and expects the players to play through it, often limiting player choices in the process.

In this case, storytelling is something that neither arises from the action or the action itself, but rather a blueprint of the action, one that may constrain the action.

With respect to the larger issue, I have a better understanding now of what mythusmage is saying, and at the same time I haven't a clue where he's going with this supposed paradigm shift. Nothing in these three threads so far has suggested to me that there is a 'better' way. mythusmage, would it be too much to ask for you to come to your point and perhaps give an example of what you see the end product to be?
 

mythusmage said:
Any writer who tells you his characters took over the story is selling you something. They took nothing over, he decided to change it.

Maybe he's selling me something, maybe he's speaking form a different psychological viewpoint.

Or maybe he's just aware of some things that can happen in collaborative storytelling - take, for example, The Red Tape War by Chalker, Resnick, and Effinger, which was written "round-robin" style. One started a story, and handed it off to another, who handed it off again. Each chapter was written so as to try to leave the next author in a pinch, having to write his way out. Maybe the characters didn't take over the story, but the other authors did.

RPGs can be viewed similarly - collaborative storytelling, where no one person is really in control of the plot. Each author is in charge of the writing for his or her own character(s). The rest is out of their hands.

Dice, randomness, and luck don't enter into it either, because you can build an RPG that doesn't use them. Some use resource-spending task resolution - based in decisions rather than luck.

So, I'd say the difference between RPGS and storytelling doesn't lie in author control. When we compare the RPG to the analogous case for more traditional storytelling, the difference in control vanishes. I'm thus unconvinced that there is a meaningful difference.
 


mythusmage said:
In an RPG you're dealing with the world and not the story. The story is how things went in that particular version of the world. In your version things can (and likely will) go quite differently.

Really, when you start a game in Middle Earth, The Land, or Chicago it ceases to be the setting envisioned by the creator and becomes yours to do with as you wish. Subject to the actions of your players. You want to run a game where Sauron is Prince of Chicago, hobbits run specialty delis and tailor, and the Darklord is extremely allergic to white gold, I hope it goes well and your players have tons of fun with it.

When running something like the Babylon 5 or Stargate SG1 RPGs your goal is not to recreate the events of the series, but to present adventures set in the respective universes and give your players a taste of what life is like there.

Don't be concerned with fidelity to the narrative, be concerned rather with fidelity to the tone. It is far better to let the players become, if only for a little while, a part of the world than to make them recreate the tale with any accuracy.

Let me put it this way, your players kill Frodo and steal the ring guess who Sauron is now looking for? :D

Why?

Step back from your pen-and-paper RPG player assumptions and you'll realize that the vast majority of other games (games which, I might add, generally sell much better and to far more people) do exactly what you're saying the shouldn't (or, rather, DON'T): enforce a core story that MUST be played out during the course of gameplay, or all of the players lose the game.

Someone WILL conquer the world in Risk. The core story of Risk is about alliances of great powers going to war, suffering setbacks and achieving victories, until one of them emerges triumphant. If one doesn't, well, it almost certainly means that the players got tired of the game and packed up before they were done.

The investigators WILL discover and stop the outer god's plot in Arkham Horror. The core sotry is about them doing so. If they fail, all the players lose (AH is more like a pen and paper RPG in that every one of the players can lose a session).

The PCs WILL defeat Kefka in Final Fantasy 6. The core story is about a group of heroes coming together to try to stop a great evil from unleashing an apocalypse, and, failing that, to free the world from it. If they DON'T, the player loses the game.

Before you ever sit down to play these games, you could write their stories down because the endings are either predetermined or essentially present one of two possibilities.

That's what the vast majority of games (those that aren't completely abstract, like poker) are. All three of those games have core stories that will be completed.

I posit that many, if not most, people who don't presently play RPGs would be more comfortable with them if they followed the same paradigm. The extreme initial success of White Wolf's World of Darkness was, IMO, was partly due to its strong metaplot drawing in players who were confused by the odd paradigm of most RPGs.

Now, experienced players tend to like that element less and less (Or would they, if not exposed to D&D and its thematic (or anti-thematic) direct descendents? I'm not so sure.), so they tend to drift toward other games or even complain about the very elements that made entering the hobby comfortable for them in the first place.
 

Since we're going around and around on this subject, I thought I'd reiterate* my basic position. To help with this I present a definition from Your Dictionary

1. An account or recital of an event or a series of events, either true or fictitious, as: a. An account or report regarding the facts of an event or group of events: The witness changed her story under questioning. b. An anecdote: came back from the trip with some good stories. c. A lie: told us a story about the dog eating the cookies.

My position is that an adventure being played cannot be a story by the above definition, since it cannot be an account or report of an event or group of events. When an adventure is being played the players' characters are, in effect, living through it. At the core the players are vicariously living a life in an imaginary world. Often a more exciting life than what they have in real life. But, by the most commonly accepted definition of story, what they are engaged in is not a story.

This is a different way of seeing RPGs, a change in paradigm. Style of play has nothing to do with this, players are as free to pursue whatever playing style they wish. The only thing it really changes is why people play RPGs. Instead of participating in a story they are now involved in life in a fictional setting. If one follows a Gamist or Simulationist Stance is still possible. It does change the Narrativist Stance however. Here the Narrativist Stance becomes the Dramatist Stance. The Dramatist Stance being where the player is concentrating on the dramatic possibilities in RPGs and RPG play.

It's funny. I've been paging through some of the Transhuman Space books and the Ironkingdoms World Guide and I've noticed that both games/settings basically follow the RPG as imaginary life paradigm for all intents and purposes. Probably unconsciously, but still.

That said, I do owe you a post on why the RPGs as story paradigm is not only in error, but harmful. That is coming soon.

My apologies for not replying to your replies to my previous post, but I thought it better to clarify matters and continue on. BTW, if you can persuade me that RPGs are story under the above definition, I shall acknowledge you superior intellect. But it's going to take a lot more than, "That's dumb." or the ever popular, "That's not what I heard."

One more thing. Gloating or moaning over my errors in explanation/explication will do nothing to change my mind.

*Droll sign. Drolls are known for their ability to reiterate; and for their skill at saying the same thing over again with a change in vocabulary.
 

Status
Not open for further replies.
Remove ads

Top