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<blockquote data-quote="pemerton" data-source="post: 6809761" data-attributes="member: 42582"><p>Slightly tangential, but not completely so - this reminded me of the following from Ron Edwards, discussing Tweet's Over the Edge:</p><p></p><p style="margin-left: 20px">Karaoke. This is a serious problem that arises from the need to sell thick books rather than to teach and develop powerful role-playing. Let's say you have a game that consists of some Premise-heavy characters and a few notes about Situation, and through play, the group generates a hellacious cool Setting as well as theme(s) regarding those characters. Then, publishing your great game, you present that very setting and theme in the text, in detail.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">From <em>Over the Edge</em> (Atlas Games, 1994; author is Jonathan Tweet):</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px"><strong>How to Use the Setting</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When I first played OTE, it was on about ten minutes' notice. I had some notes on major background conspiracies, a few images of various scenes, and a primitive version of the current mechanics. No map, no descriptions of businesses, people, places, or any of the other useful tidbits that are crammed into the previous two chapters. [<em>He ain't kidding, and actually it's the previous four chapters, 152 pages total, in the second edition - RE</em>] Naturally I winged it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">That night were born Total Taxi, Giovanni's Cab's [sic], Cesar's Hotel, and Sad Mary's, all now landmarks in the Edge. Things just happened. I faked it. Since there's nothing that couldn't happen, anything I dreamt up was OK.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Now, however, you have a background explaining who, what, where, and when. You're in a completely different situation from where I was back on that first manic evening.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[<em>The rest of the section concerns converting the reader-GM's in-play mistakes about the canonical setting into opportunities, as well as altering it to taste; the suggestion that he may instead put himself directly into Tweet's improvisational shoes at the outset is, to my eyes, vividly absent - RE</em>]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[<em>several pages later</em>] <strong>Could vs. Should</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">... The first time I played OTE, I had a few pages of notes on the background and nothing on the specifics. I made it all up on the spot. Not having anything written as a guide (or crutch), I let my imagination loose. You have the mixed blessing of having many pages of background prepared for you. If you use the information in this book as a springboard for your own wild dreams, then it is a blessing. If you limit yourself to what I've dreamed up, it's a curse.</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">All I see, I'm afraid, is the curse. The isolated phrases "mixed blessing" and "(or crutch)" don't hold a lot of water compared to the preceding 152 extraordinarily detailed pages of canonical setting. I'm not saying that improvisation is better or more Narrativist than non-improvisational play. I am saying, however, that if playing this particular game worked so wonderfully to free the participants into wildly successful brainstorming during play ... and since the players were a core source during this event, as evident in the game's Dedication and in various examples of play ... then why present the <em>results</em> of the play-experience as the <em>material</em> for another person's experience?</p><p></p><p>In my experience, it is possible to build up a pretty rich gameworld on the basis of material lightly prepped in advance (eg a few maps, the names of a few gods, kingdoms, etc) and then seeing what happens to it in play. The demands of play will force authorship: and conversely, if something isn't authored because not needed in play, then what would its existence have added to the game experience?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6809761, member: 42582"] Slightly tangential, but not completely so - this reminded me of the following from Ron Edwards, discussing Tweet's Over the Edge: [indent]Karaoke. This is a serious problem that arises from the need to sell thick books rather than to teach and develop powerful role-playing. Let's say you have a game that consists of some Premise-heavy characters and a few notes about Situation, and through play, the group generates a hellacious cool Setting as well as theme(s) regarding those characters. Then, publishing your great game, you present that very setting and theme in the text, in detail. From [i]Over the Edge[/i] (Atlas Games, 1994; author is Jonathan Tweet): [indent][b]How to Use the Setting[/b] When I first played OTE, it was on about ten minutes' notice. I had some notes on major background conspiracies, a few images of various scenes, and a primitive version of the current mechanics. No map, no descriptions of businesses, people, places, or any of the other useful tidbits that are crammed into the previous two chapters. [[i]He ain't kidding, and actually it's the previous four chapters, 152 pages total, in the second edition - RE[/i]] Naturally I winged it. That night were born Total Taxi, Giovanni's Cab's [sic], Cesar's Hotel, and Sad Mary's, all now landmarks in the Edge. Things just happened. I faked it. Since there's nothing that couldn't happen, anything I dreamt up was OK. Now, however, you have a background explaining who, what, where, and when. You're in a completely different situation from where I was back on that first manic evening. [[i]The rest of the section concerns converting the reader-GM's in-play mistakes about the canonical setting into opportunities, as well as altering it to taste; the suggestion that he may instead put himself directly into Tweet's improvisational shoes at the outset is, to my eyes, vividly absent - RE[/i]] [[i]several pages later[/i]] [B]Could vs. Should[/B] ... The first time I played OTE, I had a few pages of notes on the background and nothing on the specifics. I made it all up on the spot. Not having anything written as a guide (or crutch), I let my imagination loose. You have the mixed blessing of having many pages of background prepared for you. If you use the information in this book as a springboard for your own wild dreams, then it is a blessing. If you limit yourself to what I've dreamed up, it's a curse.[/indent] All I see, I'm afraid, is the curse. The isolated phrases "mixed blessing" and "(or crutch)" don't hold a lot of water compared to the preceding 152 extraordinarily detailed pages of canonical setting. I'm not saying that improvisation is better or more Narrativist than non-improvisational play. I am saying, however, that if playing this particular game worked so wonderfully to free the participants into wildly successful brainstorming during play ... and since the players were a core source during this event, as evident in the game's Dedication and in various examples of play ... then why present the [i]results[/i] of the play-experience as the [i]material[/i] for another person's experience?[/indent] In my experience, it is possible to build up a pretty rich gameworld on the basis of material lightly prepped in advance (eg a few maps, the names of a few gods, kingdoms, etc) and then seeing what happens to it in play. The demands of play will force authorship: and conversely, if something isn't authored because not needed in play, then what would its existence have added to the game experience? [/QUOTE]
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