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<blockquote data-quote="Manbearcat" data-source="post: 9148241" data-attributes="member: 6696971"><p>On "writer's room" (and why I've pushed back against it historically). The below is not happening in any of these games:</p><p></p><p><strong>There is no coalitional, clarifying process of "how exactly we all would like the game to go so lets make that happen" sort of (some kind of) <em>collective railroading</em> that is happening in these games.</strong> </p><p></p><p>Even in something like The Unscene in The Between, this is just a layer of color and coinciding motif/metaphor that rests atop the consequential components of The Night phase of play. The system still has all of the same say that it does in all of the other phases. No one gets to override it. Its just that "of the constellation of situations and subset of consequences you would typically select from (which follow from the fiction, the procedures of play, and are informed and constrained by everything else the game is typically informed and constrained by), those are winnowed down to ones that are feral, punchy, and hewing to the coinciding motif/metpaphor of The Unscene." </p><p></p><p>That is it. There is no coalitional thinking, no clarifying process of overriding the entirety of the (extremely weighty and play-directing) system inputs that aims toward and then fulfills a system-overriding, collective railroading prerogative.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9148241, member: 6696971"] On "writer's room" (and why I've pushed back against it historically). The below is not happening in any of these games: [B]There is no coalitional, clarifying process of "how exactly we all would like the game to go so lets make that happen" sort of (some kind of) [I]collective railroading[/I] that is happening in these games.[/B] Even in something like The Unscene in The Between, this is just a layer of color and coinciding motif/metaphor that rests atop the consequential components of The Night phase of play. The system still has all of the same say that it does in all of the other phases. No one gets to override it. Its just that "of the constellation of situations and subset of consequences you would typically select from (which follow from the fiction, the procedures of play, and are informed and constrained by everything else the game is typically informed and constrained by), those are winnowed down to ones that are feral, punchy, and hewing to the coinciding motif/metpaphor of The Unscene." That is it. There is no coalitional thinking, no clarifying process of overriding the entirety of the (extremely weighty and play-directing) system inputs that aims toward and then fulfills a system-overriding, collective railroading prerogative. [/QUOTE]
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