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<blockquote data-quote="Campbell" data-source="post: 9148832" data-attributes="member: 16586"><p>For anyone who is interested in why some Story Now practitioners get driven up a wall by this writer's room claptrap it's because getting away from having to weave things together and using Improv Comedy principles/techniques was a big part of the desire for a lot of us to try games like Apocalypse World. Advocating for particular story arcs, outcomes and the like was and still is considered anathematic to that sort of play. That's what <em>keep the story feral</em> is all about - it's urging players to advocate for their characters right here right now. To be present in the damn moment and just play their characters hard.</p><p></p><p>Saying play looks like a writer's room is accusing people of doing something they are working their level best not to do. Over the last 15 years or so of posting on these boards character advocacy (as opposed to story advocacy), bleed and avoiding player side railroading have been fairly consistent themes of my posts. They also have been consistent themes in the spaces I have discussed games like Apocalypse World as seen here:</p><p></p><p>[URL unfurl="true"]https://playpassionately.wordpress.com/2008/08/18/character-advocacy-part-ii/[/URL]</p><p></p><p>I should note that I do not like find story advocacy strictly bad (though I did at one time). Part of my growth as a GM and role player over the last 5+ years has been to be able to enjoy more curated styles of play for their own sake. It did take me a while to get to the point where I could run Vampire again and I am really happy I was able to.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9148832, member: 16586"] For anyone who is interested in why some Story Now practitioners get driven up a wall by this writer's room claptrap it's because getting away from having to weave things together and using Improv Comedy principles/techniques was a big part of the desire for a lot of us to try games like Apocalypse World. Advocating for particular story arcs, outcomes and the like was and still is considered anathematic to that sort of play. That's what [I]keep the story feral[/I] is all about - it's urging players to advocate for their characters right here right now. To be present in the damn moment and just play their characters hard. Saying play looks like a writer's room is accusing people of doing something they are working their level best not to do. Over the last 15 years or so of posting on these boards character advocacy (as opposed to story advocacy), bleed and avoiding player side railroading have been fairly consistent themes of my posts. They also have been consistent themes in the spaces I have discussed games like Apocalypse World as seen here: [URL unfurl="true"]https://playpassionately.wordpress.com/2008/08/18/character-advocacy-part-ii/[/URL] I should note that I do not like find story advocacy strictly bad (though I did at one time). Part of my growth as a GM and role player over the last 5+ years has been to be able to enjoy more curated styles of play for their own sake. It did take me a while to get to the point where I could run Vampire again and I am really happy I was able to. [/QUOTE]
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