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<blockquote data-quote="Bedrockgames" data-source="post: 7626132" data-attributes="member: 85555"><p>Depending on how you define scene (which is very important here), I don't think this is true. It again brings us into 'everything is really X so you are always doing X no matter what'. If that is the case, then it doesn't really matter I suppose. But if we are drawing on Scenes here as an analogy it leads to problems, or at least problems for certain styles of play. Calling it a scene immediately invokes movies and plays. And scenes in movies in plays have things we expect to occur, that we might not expect to occur in the spontaneous medium of a game. Also, RPGs have things that arise that we don't expect to occur in a movie. The needs of the mediums are different. But I see a lot of people trying to emulate movie scenes, because they are starting with that as their analogy. For example, when I am running a situation, I don't care if it is a 'good scene' in the sense that you have in a film. All I care about is if the game is fun. And part of the game being fun, at least for many of my groups, is making sure the players have a sense that they are interacting with a breathing setting that isn't always oriented around their personal drama or character arc (like you have in a movie). In a movie Chekov's gun stands. In an RPG I don't think it does. In a movie, scenes ought to be efficient and lead naturally to the next scene. In an RPG there is a lot of back and forth, deliberation, etc. In a movie a scene needs to move in a certain rewarding direction. In an RPG, it is a game, and the dice determine many outcomes. There is a natural conflict between that and the dramatic needs of a movie scene. </p><p></p><p>And just to emphasize, not saying you can't have these elements. Just I think there is an issue if we always assume the 'scene' analogy holds in an RPG. It is going to depend on the kind of campaign you are running.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7626132, member: 85555"] Depending on how you define scene (which is very important here), I don't think this is true. It again brings us into 'everything is really X so you are always doing X no matter what'. If that is the case, then it doesn't really matter I suppose. But if we are drawing on Scenes here as an analogy it leads to problems, or at least problems for certain styles of play. Calling it a scene immediately invokes movies and plays. And scenes in movies in plays have things we expect to occur, that we might not expect to occur in the spontaneous medium of a game. Also, RPGs have things that arise that we don't expect to occur in a movie. The needs of the mediums are different. But I see a lot of people trying to emulate movie scenes, because they are starting with that as their analogy. For example, when I am running a situation, I don't care if it is a 'good scene' in the sense that you have in a film. All I care about is if the game is fun. And part of the game being fun, at least for many of my groups, is making sure the players have a sense that they are interacting with a breathing setting that isn't always oriented around their personal drama or character arc (like you have in a movie). In a movie Chekov's gun stands. In an RPG I don't think it does. In a movie, scenes ought to be efficient and lead naturally to the next scene. In an RPG there is a lot of back and forth, deliberation, etc. In a movie a scene needs to move in a certain rewarding direction. In an RPG, it is a game, and the dice determine many outcomes. There is a natural conflict between that and the dramatic needs of a movie scene. And just to emphasize, not saying you can't have these elements. Just I think there is an issue if we always assume the 'scene' analogy holds in an RPG. It is going to depend on the kind of campaign you are running. [/QUOTE]
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