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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Manbearcat" data-source="post: 7611275" data-attributes="member: 6696971"><p>Alright, so about 5 weeks late to the party with this response, but that is the kind of ENWorld timescale I work off of these days!</p><p></p><p>When reading this my brain goes to the following question:</p><p></p><p>In scene resolution mechanics (say, 4e Skill Challenges), or in conflict resolution mechanics within a scene (say, Clocks in Apocalypse World or Blades in the Dark), how does the GM's management of the necessary dramatic arc inherent to the <em>fiction <> mechanics < > fiction < > mechanics <rince/repeat> win/loss condition</em> paradigm interact with your premise?</p><p></p><p>For reference, when I write management above, I mean:</p><p></p><p>1) Managing the evolving fictional framing of the arc as the mechanics dictate the arc moves through its phases toward macro resolution. This includes the situation changing dynamically in accordance with what the arc necessitates and...</p><p></p><p>2) The nature of language used to transliterate the evolved fiction from its related gamestate. For instance, I think most people can agree that economy of language is a large component of pacing. If a scene is in the midst of the precipice of its Rising Action to where its transitioning to Climax (because the mechanical state of affairs says it should be there), I think we can agree that its poor GMing for a GM deploying 100 words where 10 will more impactfully convey the information. Quantity, economy of language, matters. </p><p></p><p>So after quantity, we have type/kind. When you're evolving a scene from one (lets call it) "arc-state" to the next, can one descriptor (of the same quantity) more aptly convey the urgency, gravity, or tempo of a situation vs another?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7611275, member: 6696971"] Alright, so about 5 weeks late to the party with this response, but that is the kind of ENWorld timescale I work off of these days! When reading this my brain goes to the following question: In scene resolution mechanics (say, 4e Skill Challenges), or in conflict resolution mechanics within a scene (say, Clocks in Apocalypse World or Blades in the Dark), how does the GM's management of the necessary dramatic arc inherent to the [I]fiction <> mechanics < > fiction < > mechanics <rince/repeat> win/loss condition[/I] paradigm interact with your premise? For reference, when I write management above, I mean: 1) Managing the evolving fictional framing of the arc as the mechanics dictate the arc moves through its phases toward macro resolution. This includes the situation changing dynamically in accordance with what the arc necessitates and... 2) The nature of language used to transliterate the evolved fiction from its related gamestate. For instance, I think most people can agree that economy of language is a large component of pacing. If a scene is in the midst of the precipice of its Rising Action to where its transitioning to Climax (because the mechanical state of affairs says it should be there), I think we can agree that its poor GMing for a GM deploying 100 words where 10 will more impactfully convey the information. Quantity, economy of language, matters. So after quantity, we have type/kind. When you're evolving a scene from one (lets call it) "arc-state" to the next, can one descriptor (of the same quantity) more aptly convey the urgency, gravity, or tempo of a situation vs another? [/QUOTE]
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