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Experiencing the fiction in RPG play
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<blockquote data-quote="Jaeger" data-source="post: 7820116" data-attributes="member: 27996"><p>Yes, they all have different play experiences. That's what I like about different systems and settings myself. I've played and own 3 of the 4 games on you list, and own /play power by the apocalypse world games as well.</p><p></p><p>But they are all still traditional roleplaying games. That has not changed.</p><p></p><p>And these facts hold true for every single one of them:</p><p></p><p>The DM/GM's function is not to tell a story. He is there to run the <em>Game</em>.</p><p></p><p>He can present the players with various scenarios or missions in the context of the type of campaign the group has chosen to play. The DM/GM as the Master of the virtual world then has the NPC's react to what the characters have done.</p><p></p><p>But he is not there to ensure a predetermined outcome. His is the master of the virtual world - not the players actions. There literally is no "story" for the DM to tell.</p><p></p><p>RPG groups do not engage in storytelling. They are playing a Game.</p><p></p><p>A game, that by design, has no predetermined outcomes.</p><p></p><p>Any "story" part of an RPG is an after-effect that emerges out of gameplay. The story you tell about your characters adventures <em>after the game</em>.</p><p></p><p>This is really quite simple and self evident.</p><p></p><p>An Analogy:</p><p>I could really enjoy playing chess with a friend. But the way we play chess involves my friend moving his pieces in such a way that I can always win with a spectacular combination.</p><p></p><p>We may greatly enjoy "playing chess" this way.</p><p></p><p>That has nothing to do with the <em>Fact</em> that we are <em>objectively</em> <u>playing the game wrong from how it is designed to be played.</u></p><p><u></u></p><p><u>.</u></p></blockquote><p></p>
[QUOTE="Jaeger, post: 7820116, member: 27996"] Yes, they all have different play experiences. That's what I like about different systems and settings myself. I've played and own 3 of the 4 games on you list, and own /play power by the apocalypse world games as well. But they are all still traditional roleplaying games. That has not changed. And these facts hold true for every single one of them: The DM/GM's function is not to tell a story. He is there to run the [I]Game[/I]. He can present the players with various scenarios or missions in the context of the type of campaign the group has chosen to play. The DM/GM as the Master of the virtual world then has the NPC's react to what the characters have done. But he is not there to ensure a predetermined outcome. His is the master of the virtual world - not the players actions. There literally is no "story" for the DM to tell. RPG groups do not engage in storytelling. They are playing a Game. A game, that by design, has no predetermined outcomes. Any "story" part of an RPG is an after-effect that emerges out of gameplay. The story you tell about your characters adventures [I]after the game[/I]. This is really quite simple and self evident. An Analogy: I could really enjoy playing chess with a friend. But the way we play chess involves my friend moving his pieces in such a way that I can always win with a spectacular combination. We may greatly enjoy "playing chess" this way. That has nothing to do with the [I]Fact[/I] that we are [I]objectively[/I] [U]playing the game wrong from how it is designed to be played. .[/U] [/QUOTE]
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