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How Do You Create Story?
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<blockquote data-quote="Rel" data-source="post: 2429944" data-attributes="member: 99"><p>You may well be right. But the vast majority of stories that form my foundations as a GM and storyteller are ones written in the modern era (as opposed to ancient myth). And I think this is true of my players too. So they tend to be the ones that resonate with our group.</p><p></p><p>I think that I do disagree with your assertion (if I correctly understand what you are asserting) that nearly all fantasy stories created in modern times are similar to ancient myths in being more Reactive than Proactive. But that may not even be a very important point for a couple of reasons.</p><p></p><p>First, as I mentioned, it is very easy to switch back and forth between modes. To use an example from fiction, take the <em>Conan the Barbarian</em> movie. It starts as very Reactive when Conan's village is slaughtered and he's put in slavery. But later he escapes and guides his own destiny, opting to become a thief. But then he turns to revenge against the murderer of his parents. I'd say that the latter half of the story is very Proactive but how would you categorize the whole? I don't know and don't really care. It's still a fun movie.</p><p></p><p>Also I think that the very foundation of D&D is a more Proactive model than Reactive. The classic example of the way that D&D (and a great many other games as well) is run is that there is a Big Dungeon over there. The PC's seek wealth and power so they leave the safety of the Village and go into the Big Dungeon to Kill Things and Take Their Stuff. That's as proactive and acquisitive as it gets right there.</p><p></p><p>My point is that whether or not Proactive stories are a more modern invention or not, they do make up the origins of D&D and are still widely used in many published adventures. As a result they are likely to make up some of the expectations of the average player.</p></blockquote><p></p>
[QUOTE="Rel, post: 2429944, member: 99"] You may well be right. But the vast majority of stories that form my foundations as a GM and storyteller are ones written in the modern era (as opposed to ancient myth). And I think this is true of my players too. So they tend to be the ones that resonate with our group. I think that I do disagree with your assertion (if I correctly understand what you are asserting) that nearly all fantasy stories created in modern times are similar to ancient myths in being more Reactive than Proactive. But that may not even be a very important point for a couple of reasons. First, as I mentioned, it is very easy to switch back and forth between modes. To use an example from fiction, take the [i]Conan the Barbarian[/i] movie. It starts as very Reactive when Conan's village is slaughtered and he's put in slavery. But later he escapes and guides his own destiny, opting to become a thief. But then he turns to revenge against the murderer of his parents. I'd say that the latter half of the story is very Proactive but how would you categorize the whole? I don't know and don't really care. It's still a fun movie. Also I think that the very foundation of D&D is a more Proactive model than Reactive. The classic example of the way that D&D (and a great many other games as well) is run is that there is a Big Dungeon over there. The PC's seek wealth and power so they leave the safety of the Village and go into the Big Dungeon to Kill Things and Take Their Stuff. That's as proactive and acquisitive as it gets right there. My point is that whether or not Proactive stories are a more modern invention or not, they do make up the origins of D&D and are still widely used in many published adventures. As a result they are likely to make up some of the expectations of the average player. [/QUOTE]
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