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D&D Next: Let's discuss it's mass multimedia goal.
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<blockquote data-quote="I'm A Banana" data-source="post: 6299341" data-attributes="member: 2067"><p>While that's kind of true, I think this overlooks something really vital.</p><p></p><p>Games and stories revolve around the same thing: conflict. The only thing that differentiates them is that games require the player to input things to resolve the conflict (they are interactive), while stories resolve their own conflict as the reader follows them. </p><p></p><p>The central conflict of a D&D game is: group of people leave town, go to a dungeon, slay some evil inside of it (the dragon), and return to town loaded with treasure. As a game, that requires player participation to accomplish.</p><p></p><p>But as a story, you can just insert something into the player's role and still resolve it. That is, you can make specific characters specific to that story and have them resolve the conflict while the audience watches it happen.</p><p></p><p>Four specific heroes (protagonist-human, plus supporting cast of elf, dwarf, and halfling) from a local village set out to destroy the evil dragon in the dark ruin of a lost glorious empire. Stick those characters in a Joseph Campbell plot arc, or a 3 act or 5 act structure, and you HAVE a movie. A million movies, really. All of which, with the right logo, anyone would recognize as a D&D movie. </p><p></p><p>Games and stories are conflict-driven. That conflict can be the same across media.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6299341, member: 2067"] While that's kind of true, I think this overlooks something really vital. Games and stories revolve around the same thing: conflict. The only thing that differentiates them is that games require the player to input things to resolve the conflict (they are interactive), while stories resolve their own conflict as the reader follows them. The central conflict of a D&D game is: group of people leave town, go to a dungeon, slay some evil inside of it (the dragon), and return to town loaded with treasure. As a game, that requires player participation to accomplish. But as a story, you can just insert something into the player's role and still resolve it. That is, you can make specific characters specific to that story and have them resolve the conflict while the audience watches it happen. Four specific heroes (protagonist-human, plus supporting cast of elf, dwarf, and halfling) from a local village set out to destroy the evil dragon in the dark ruin of a lost glorious empire. Stick those characters in a Joseph Campbell plot arc, or a 3 act or 5 act structure, and you HAVE a movie. A million movies, really. All of which, with the right logo, anyone would recognize as a D&D movie. Games and stories are conflict-driven. That conflict can be the same across media. [/QUOTE]
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