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From Adventure Game to Story Game?
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<blockquote data-quote="Daztur" data-source="post: 6060272" data-attributes="member: 55680"><p>For me at least, the reason why story-focused gaming and players having metagame power (fate points etc.) go hand in hand is that if you want a story game you have to make events in the game follow narrative logic rather than world logic but it's really HARD to make rules that hardcode narrative logic into the rules so that a player can just play his character and the DM can just play the NPCs and things proceed in a novel-like fashion with dramatic arcs and whatnot.</p><p></p><p>This means that if you want to use traditional RPG rules to run a story game with narrative logic (dramatic arcs, etc. etc. etc.) you've basically got to give the DM big gobs of power to the DM to overrule the rules left and right to make things more story-like and to nudge the PCs towards the plot. The problem with this is that it's hard, it puts a huge amount of responsibility on the DM's shoulders and when it goes badly it results in some pretty nasty railroading in which the DM is doing so much fudging and pulling rabbits out of the hat to keep things on track that the PCs are more spectators than participants of the story (kind of like in a good Final Fantasy-style game which in my experience following an adventure path or something along those lines often plays like).</p><p></p><p>On the other hand if you give a bunch of metagame power to the players then each player can tweak the game towards interesting dramatic directions. FATE for example does a great job of that with Aspects. It also provides a framework for pushing the game in a story direction instead of "have the DM do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ad hoc to keep the story good." For me at least I've had much better results trying to wring good story out of gaming with indie games than with D&D.</p><p></p><p>OSR-style play on the other hand goes and says "<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> that" and drops trying to shove narrative logic into D&D. I could go on, but noisms says it better than I can: </p><p><a href="http://monstersandmanuals.blogspot.com/2012/02/you-are-responsible-for-your-own-orgasm.html" target="_blank">http://monstersandmanuals.blogspot.com/2012/02/you-are-responsible-for-your-own-orgasm.html</a></p></blockquote><p></p>
[QUOTE="Daztur, post: 6060272, member: 55680"] For me at least, the reason why story-focused gaming and players having metagame power (fate points etc.) go hand in hand is that if you want a story game you have to make events in the game follow narrative logic rather than world logic but it's really HARD to make rules that hardcode narrative logic into the rules so that a player can just play his character and the DM can just play the NPCs and things proceed in a novel-like fashion with dramatic arcs and whatnot. This means that if you want to use traditional RPG rules to run a story game with narrative logic (dramatic arcs, etc. etc. etc.) you've basically got to give the DM big gobs of power to the DM to overrule the rules left and right to make things more story-like and to nudge the PCs towards the plot. The problem with this is that it's hard, it puts a huge amount of responsibility on the DM's shoulders and when it goes badly it results in some pretty nasty railroading in which the DM is doing so much fudging and pulling rabbits out of the hat to keep things on track that the PCs are more spectators than participants of the story (kind of like in a good Final Fantasy-style game which in my experience following an adventure path or something along those lines often plays like). On the other hand if you give a bunch of metagame power to the players then each player can tweak the game towards interesting dramatic directions. FATE for example does a great job of that with Aspects. It also provides a framework for pushing the game in a story direction instead of "have the DM do :):):):) ad hoc to keep the story good." For me at least I've had much better results trying to wring good story out of gaming with indie games than with D&D. OSR-style play on the other hand goes and says ":):):):) that" and drops trying to shove narrative logic into D&D. I could go on, but noisms says it better than I can: [URL]http://monstersandmanuals.blogspot.com/2012/02/you-are-responsible-for-your-own-orgasm.html[/URL] [/QUOTE]
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