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<blockquote data-quote="pawsplay" data-source="post: 5476573" data-attributes="member: 15538"><p>I am a gamer and I have experience with improv. I wouldn't enjoy this experience because</p><p></p><p>3) That's not what I would consider an ideal RPG format.</p><p></p><p>"Yes, and..." improv is a fun and powerful way of crafting stories. However, it is defective when applied to an RPG focused on exploration and dealing with external challenges. Not moving board pieces around and being a passive observer, but making difficult, meaningful choices. </p><p></p><p>Also, you can't write Shakespeare using improv. The product of improv is its own thing. Really, part of the reason it works is because of the spontaneity. Watching and rewatching improv on video does not have the same impact. Knowing that nothing has been decided in advance is what makes it work. Movies written with improvised dialog feel rather different than traditional poetics.</p><p></p><p>Same thing for an RPG; the undecidedness defines the genre. However, the method of making events significant in the moment is different. "Yes and..." is one possible technique, but "There is a gaping 10' pit in front of you, deal with it," is another. I can appreciate games where the adjudication and storytelling are widely distributed, but I do not prefer it. Whether as GM or as a player, I prefer an imaginary world that is stubborn, not pliable to a player's wishes.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5476573, member: 15538"] I am a gamer and I have experience with improv. I wouldn't enjoy this experience because 3) That's not what I would consider an ideal RPG format. "Yes, and..." improv is a fun and powerful way of crafting stories. However, it is defective when applied to an RPG focused on exploration and dealing with external challenges. Not moving board pieces around and being a passive observer, but making difficult, meaningful choices. Also, you can't write Shakespeare using improv. The product of improv is its own thing. Really, part of the reason it works is because of the spontaneity. Watching and rewatching improv on video does not have the same impact. Knowing that nothing has been decided in advance is what makes it work. Movies written with improvised dialog feel rather different than traditional poetics. Same thing for an RPG; the undecidedness defines the genre. However, the method of making events significant in the moment is different. "Yes and..." is one possible technique, but "There is a gaping 10' pit in front of you, deal with it," is another. I can appreciate games where the adjudication and storytelling are widely distributed, but I do not prefer it. Whether as GM or as a player, I prefer an imaginary world that is stubborn, not pliable to a player's wishes. [/QUOTE]
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