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General Tabletop Discussion
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Game vs. Story
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<blockquote data-quote="jdrakeh" data-source="post: 3388081" data-attributes="member: 13892"><p>Well, if you're following a pre-scripted plot of any kind, you're playing <em>to the story</em>. For example, if you're playing through an adventure module, you already have a scripted start point, a set agenda to adhere to, and a pre-ordained endgame scenario. People (e.g., PCs) dying may be an assumed part of that agenda, but that doesn't change the fact that the story portion of the adventure is already on paper. </p><p></p><p>Even if you're working within the letter of the rules (i.e., which actually allow and encourage subjective interpretation by design, mind you), you're kidding yourself if you think that playing through adventure modules or other pre-scripted plots isn't playing to the story first. Allowing a story to evolve through the game means that you aren't beholden to <em>any</em> pre-scripted plot elements, but that the players create such things via actual play. </p><p></p><p>Quasqueton's original query fails to address this basic truth, instead assuming that fudging dice is the sole criteria that sets telling stories apart from creating them during actual play -- and it isn't. Not by a long shot.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3388081, member: 13892"] Well, if you're following a pre-scripted plot of any kind, you're playing [i]to the story[/i]. For example, if you're playing through an adventure module, you already have a scripted start point, a set agenda to adhere to, and a pre-ordained endgame scenario. People (e.g., PCs) dying may be an assumed part of that agenda, but that doesn't change the fact that the story portion of the adventure is already on paper. Even if you're working within the letter of the rules (i.e., which actually allow and encourage subjective interpretation by design, mind you), you're kidding yourself if you think that playing through adventure modules or other pre-scripted plots isn't playing to the story first. Allowing a story to evolve through the game means that you aren't beholden to [i]any[/i] pre-scripted plot elements, but that the players create such things via actual play. Quasqueton's original query fails to address this basic truth, instead assuming that fudging dice is the sole criteria that sets telling stories apart from creating them during actual play -- and it isn't. Not by a long shot. [/QUOTE]
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