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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Manbearcat" data-source="post: 7595803" data-attributes="member: 6696971"><p>Good OP for discussion!</p><p></p><p>If you broadly distilled TTRPGing down to its absolute minimum constituent parts, I think, as you've said, the answer has to be a firm "no."</p><p></p><p>However, I think there is going to be some overlap in specific moments of play that may not be possible to divorce entirely from an investment in quality of form.</p><p></p><p>For instance, a few things come to mind.</p><p></p><p>1) When I'm deriving a dungeon/adventuring site in Torchbearer, I'm using the content generation methodology expressed in the book. However, when I'm filling in blanks of theme and sorting out a unique Twists table, I'm referencing (a) PC build components (Beliefs, Nature et al) and (b) prior play resolution.</p><p></p><p>2) When I'm running a first session of Dungeon World, that Earthdeep Prison Colony that was cleaved in two by the Lightning Borne Cleft one of my players added to the map, and their subsequent ideas of what that may entail is central for setting and situation to come. It may also hook into the Druid's <em>Defeat and Unnatural Threat.</em> </p><p></p><p>When a Discern Realities requires a response from me and I ask a question about the familiar NPC chain-gang they encounter crawling from the cleft in the opening scene of play, I discover that the Fighter did hard time here and made enemies everywhere. I'm using that.</p><p></p><p>When we review the End of Session questions, resolve Bonds and Alignment and write down our answers about how they know this NPC that is running, the answers to these questions has relevance to future Front (merely because I know what they're interested in or how they see the fiction that just emerged from the last session).</p><p></p><p>3) I think understanding how pacing and a dramatic arc compels emotion and investment in content (even if you aren't scripting them to railroad a set of players through) are extremely important aspects of both GMing and writing a game (particularly a game like My Life With Master where you're running through a pre-conceived, but not pre-rendered, thematic arc with a diversity of ultimate outcomes).</p><p></p><p></p><p>How do you think the 3 above intersect (or not) with your premise?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7595803, member: 6696971"] Good OP for discussion! If you broadly distilled TTRPGing down to its absolute minimum constituent parts, I think, as you've said, the answer has to be a firm "no." However, I think there is going to be some overlap in specific moments of play that may not be possible to divorce entirely from an investment in quality of form. For instance, a few things come to mind. 1) When I'm deriving a dungeon/adventuring site in Torchbearer, I'm using the content generation methodology expressed in the book. However, when I'm filling in blanks of theme and sorting out a unique Twists table, I'm referencing (a) PC build components (Beliefs, Nature et al) and (b) prior play resolution. 2) When I'm running a first session of Dungeon World, that Earthdeep Prison Colony that was cleaved in two by the Lightning Borne Cleft one of my players added to the map, and their subsequent ideas of what that may entail is central for setting and situation to come. It may also hook into the Druid's [I]Defeat and Unnatural Threat.[/I] When a Discern Realities requires a response from me and I ask a question about the familiar NPC chain-gang they encounter crawling from the cleft in the opening scene of play, I discover that the Fighter did hard time here and made enemies everywhere. I'm using that. When we review the End of Session questions, resolve Bonds and Alignment and write down our answers about how they know this NPC that is running, the answers to these questions has relevance to future Front (merely because I know what they're interested in or how they see the fiction that just emerged from the last session). 3) I think understanding how pacing and a dramatic arc compels emotion and investment in content (even if you aren't scripting them to railroad a set of players through) are extremely important aspects of both GMing and writing a game (particularly a game like My Life With Master where you're running through a pre-conceived, but not pre-rendered, thematic arc with a diversity of ultimate outcomes). How do you think the 3 above intersect (or not) with your premise? [/QUOTE]
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