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<blockquote data-quote="pawsplay" data-source="post: 5476866" data-attributes="member: 15538"><p>Of course. When I said pliable, I was meaning, "a situation that would be described as pliable," not "a situation that is pliable at all." Every game includes some world-building by the players, almost universally, during character creation (some games do not allow the players to create their own characters), and, universally, during play as the characters' actions cause reactions. I was not trying to define a dichotomy, just stating that within the range of approaches, I prefer a more stubborn universe to a more pliable and spontaneous one. </p><p></p><p>If I wish to move into a more shared storytelling space, I would rather work with something like Hero Quest or Story Engine, or play a minimally invasive system (most Fudge variants, a stripped down D6 game), or go systemless. There is a whole world of storytelling games outside there, far more popular than any RPG-genre games, that are, by and large, systemless, cooperative, and based on the "Yes, and" principle plus some prerogatives about your characters' fates.</p><p></p><p>Having to spontaneously generate terrain as I go, plus provide, say, D&D stats for, which I may not use if things take a different, sudden course, just sounds like a lot of work to me. I would think my tools are working at cross purposes to my goals. Even something like Savage Worlds would have a layer of system in it that would, at turns, be quite salient, or quite irrelevant.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5476866, member: 15538"] Of course. When I said pliable, I was meaning, "a situation that would be described as pliable," not "a situation that is pliable at all." Every game includes some world-building by the players, almost universally, during character creation (some games do not allow the players to create their own characters), and, universally, during play as the characters' actions cause reactions. I was not trying to define a dichotomy, just stating that within the range of approaches, I prefer a more stubborn universe to a more pliable and spontaneous one. If I wish to move into a more shared storytelling space, I would rather work with something like Hero Quest or Story Engine, or play a minimally invasive system (most Fudge variants, a stripped down D6 game), or go systemless. There is a whole world of storytelling games outside there, far more popular than any RPG-genre games, that are, by and large, systemless, cooperative, and based on the "Yes, and" principle plus some prerogatives about your characters' fates. Having to spontaneously generate terrain as I go, plus provide, say, D&D stats for, which I may not use if things take a different, sudden course, just sounds like a lot of work to me. I would think my tools are working at cross purposes to my goals. Even something like Savage Worlds would have a layer of system in it that would, at turns, be quite salient, or quite irrelevant. [/QUOTE]
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