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See, fusangite, that's why I switched over to talking about Fizzgig-telling. It wasn't just to be cute. It made me realize that the debate is fundamentally about defining a word, and not about what we do at the table. I don't really care how other people define a word except where it causes confusion about what we're talking about.
 

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And I agree with you two. That's really what the debate is about: defining storytelling. For me, like for MM I think, telling a story implies the story already happened. Hence the predetermined outcome.

It seems also that many gamers understand it that way, since storytelling for lots of them implies an artistic (and thus personal) outlook on roleplaying. The "story" becomes a work with intellectual property, something to be worked on and perfected. And this is harmful IMO to role-playing.
 

SweeneyTodd said:
See, fusangite, that's why I switched over to talking about Fizzgig-telling. It wasn't just to be cute. It made me realize that the debate is fundamentally about defining a word, and not about what we do at the table. I don't really care how other people define a word except where it causes confusion about what we're talking about.
There, I disagree with you. That's what our conversation with Odhanan is about. What was going on with mythusmage could not be so simply expressed or concluded. If he were part of this discussion still, things would not be so neatly wrapped-up because part of mythusmage's criteria for success was demonstrating that we were talking about something more profound than this.
 

fusangite said:
What seems to have happened on this thread is that some have decided that storytelling has a narrower definition than I believe it does in practice.

You are correct.

(a) Predetermined: Some are arguing that for an activity to constitute storytelling, it must relate a predetermined series of events, or at least have a predetermined outcome. In my view, this is not a necessary feature of storytelling. Most storytelling has this property but some does not.

Absolutely right. Storytelling in gaming is something that only appears after a given session or adventure is concluded; it's an on-the-fly creation of a tale. When someone refers to a game emphasizing storytelling over some other element of game, they refer to the fact that the game encourages player and GM decisions to "Make things interesting" during the game. This means that, for instance, your character will do something not in their best interest if it is in character, or they will do something purely irrational, or simply for their own motivations rather than the metagame motivations of XP and treasure. It means the GM might not simply think of "How can I make this difficult, but not too difficult", but how to make it interesting. Humor, moral ambiguity- putting a focus not merely on a combat challenge the PCs have to overcome, but perhaps mental, emotional, social or moral challenges as well.

Not every adventure, for example, needs to actually pose a threat to the PC's lives, property or health, but instead give them a difficult ethical problem to solve.

One of the most common-and most important- storytelling situations is inter-party conflict, which is frowned upon in many groups and games. Handled carefully, it can really add to the experience.

This is by no means at the cost of other gaming considerations, like the tactical "game" elements of combat strategy; if you're a fan of that stuff, then storytelling can provide context for it, bring in an emotional investment that augments the purely aesthetic pleasure of victory and strategy.

In fact, and this is important, attempting to force a predetermined outcome (as opposed to letting it happen naturally or influencing events in that direction) is never a good idea, and hurts what makes RPG storytelling unique (the unpredictability.)

(b) Single Writer/Narrator: Some are arguing that for an activity to constitute storytelling, it must have a single author or narrator who has absolute final authority over all aspects of the story.

You are right; this is not the case. People who say that "storytelling" is just shorthand for a GM "railroading" the game are tragically misguided. Gaming is a collaborative effort- to create a story it requires input and cooperation from the PCs.

Here is an important bit. The GM and the players are not opposed to one another. The GM does not win when the players lose, and vice versa. One way to employ this in practice is the "hat trick", or the secret collaboration between a GM and a particular player to create a situation for the other PCs to respond to. Something like...

GM: "You noted in your backstory a brother who turned to crime. Next week I'd like to involve this somehow; but instead of doing the logical thing and involving the rest of the party, do you think you could play the stubborn I-want-to-handle-this-myself type?
Player: "Not really in character, but what about if I..."

The two of them conspire. It goes the other way, as well.

Player: "Hey, next week, I was thinking- remember that villain from way back we imprisoned in that castle?"
GM: "Vaguely. Why?"
Player: "Well, didn't we just destroy the castle? Wouldn't it be free?"
GM: "Huh, right, I forgot all about that..."
Player: "I had this idea for how it could really screw with us..."
GM: "Go on..."

If the GM and players did not trust and work with each other, the players would be happy that the GM forgot all about their old foe. Is that better for their characters survival and road to power? Sure. Is it interesting? Not really...

(d) Audience: Some are arguing that for storytelling to take place, those involved must be divided into two categories: narrator and audience. Again, while this is common in storytelling, it is not a defining characteristic.

It is not the case at all in RPG storytelling, and only mostly so the case in most other storytelling. Reading a novel, for instance, requires input from the reader as much as the author, as every reader will have their own individual visualizations and interpetations of the story.

Storytelling can and does take place without being any of these things.

Absolutely.
 

(b) Single Writer/Narrator: Some are arguing that for an activity to constitute storytelling, it must have a single author or narrator who has absolute final authority over all aspects of the story.

Adding to my comment on point (a), point (b) derives from the WOD games. Not because of the word "storytelling" (if admitting there is such a thing during the actual game) but the word "storyteller". Why would the GM be the storyteller? If storytelling occurs, all the participants around the game game table are storytellers. Not just the GM.
 

Odhanan said:
Adding to my comment on point (a), point (b) derives from the WOD games. Not because of the word "storytelling" (if admitting there is such a thing during the actual game) but the word "storyteller". Why would the GM be the storyteller? If storytelling occurs, all the participants around the game game table are storytellers. Not just the GM.
Nicely put! It's great to have everybody still standing on the same page.

Now that our discourse has cleared up a bit, are there any issues left hanging on other parts of the thread that we could try engaging again?
 

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
Well, I didn't have that kind of horrific encounter, but I did recall ran a DL session where a newbie DM allowed his players to slay Lord Soth. So I asked the DM what were Soth's tactical options, and he blankly stared at me. That translated: Soth's intelligence and experience as a renown knight was reduced to a 14-year-old intellect (or lack thereof).

LOL!

I do agree with that your game is your own, whether it is homebrewed or commercially published. But with a published setting or a franchise-based setting with an already established history, does certain events or historic figure ever get in the way of the session or among players that they cannot achieve such epic status? Do the DMs felt a certain kind of pressure from the players who want to be the Ring-Bearer or the King of Cormyr, but instead being offered small low-profile adventures instead?

Is that why WotC or Decipher dare not make adventure supplements for their franchise-based licensed games (e.g., Star Wars and Lord of the Rings, respectively)?
 

Now that our discourse has cleared up a bit, are there any issues left hanging on other parts of the thread that we could try engaging again?

Well, perhaps not at the moment, on my part. What about you? :)

Do the DMs felt a certain kind of pressure from the players who want to be the Ring-Bearer or the King of Cormyr, but instead being offered small low-profile adventures instead?

I felt that kind of reactions and thought it myself at the occasion.

See, I'm a DM who really wants his player to play epic if they want to. To be able to affect the campaign world significantly. With a setting like Middle-earth I just can't do that. I respect too much Tolkien's creation, and would like to come up with stuff that fits the timelines and HOME and so on. That's possible, but that would require a damn lot of work.

The same way, I'm sure some people can know that with extensively known and/or described universes, such as Glorantha (RuneQuest/HeroWars/HeroQuest) or Cthulhu or even Star Wars (way easier to create cool and epic stuff there, IMO, but it can happen I guess).

But in any case, the thing is, it's all in our minds. If we think of a published work as being "the canon one should respect as much as possible", we are the ones letting our freedom go. Doesn't mean it's right or wrong IMO, just that it is each our responsabilities to acknowledge that, and perhaps put it down or up according to whoever is playing at the table to reach the consensus needed for game cooperation and fun.
 

Well, it looks like mythusmage has it in his head that the creator of the thread is the owner of it. That's a shame. I don't think it's very much in the spirit of ENWorld, and it's kind of insulting to assume that discussion not endorsed by the first poster isn't allowed on an open forum. :(

Anyone want to make a new thread, maybe trying to sum up what we've agreed on so far? I still think there's room for discussion.
 


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