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Is RPGing a *literary* endeavour?
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<blockquote data-quote="Riley37" data-source="post: 7618366" data-attributes="member: 6786839"><p>Yes and no. In most mainstream, bog-standard D&D, this is often a reasonable position, *especially in combat scenes regulated by initiative order*.</p><p></p><p>In a non-combat scene, within a D&D game, this could be unreasonable. Consider the previous scenario in which the PCs split up on arrival at a town. While the sorlock visits the mayor, for the sorlock's own reasons, the mayor responds with a mission for the whole party. Perhaps the mayor pitches the sorlock, and the sorlock's player and the DM count on the sorlock relaying the information to the whole party; so the DM reminds all players at the table to listen closely to this scene, because though their players aren't getting the information *in real time in the fiction*, their players will get the information as soon as the party regroups (at the Bog-Standard Tavern, that evening). This scene at the mayor's office occurs during the sorlock's non-combat turn AND this scene IS how the story moves forward along the DM's intended plot.</p><p></p><p>If the rogue's player then jumps in with "Riley, let's not spend the whole session on your sorlock hob-nobbing with his fellow nobles. Wrap up your scene so we can move the story along", and if that pressure to shorten the scene *succeeds*, and three sessions later there's a question of "wait, did the mayor warn us about the dryads? we wouldn't have set fire to the forest if we knew about the dryads!" then that's a consequence of poor narration management between players and DM.</p><p></p><p>That's an example within D&D. In Fiasco, or Fall of Magic, "finish your turn so the game can keep moving" is a *horrible* position. Without player turns, there is no story progress, at all.</p></blockquote><p></p>
[QUOTE="Riley37, post: 7618366, member: 6786839"] Yes and no. In most mainstream, bog-standard D&D, this is often a reasonable position, *especially in combat scenes regulated by initiative order*. In a non-combat scene, within a D&D game, this could be unreasonable. Consider the previous scenario in which the PCs split up on arrival at a town. While the sorlock visits the mayor, for the sorlock's own reasons, the mayor responds with a mission for the whole party. Perhaps the mayor pitches the sorlock, and the sorlock's player and the DM count on the sorlock relaying the information to the whole party; so the DM reminds all players at the table to listen closely to this scene, because though their players aren't getting the information *in real time in the fiction*, their players will get the information as soon as the party regroups (at the Bog-Standard Tavern, that evening). This scene at the mayor's office occurs during the sorlock's non-combat turn AND this scene IS how the story moves forward along the DM's intended plot. If the rogue's player then jumps in with "Riley, let's not spend the whole session on your sorlock hob-nobbing with his fellow nobles. Wrap up your scene so we can move the story along", and if that pressure to shorten the scene *succeeds*, and three sessions later there's a question of "wait, did the mayor warn us about the dryads? we wouldn't have set fire to the forest if we knew about the dryads!" then that's a consequence of poor narration management between players and DM. That's an example within D&D. In Fiasco, or Fall of Magic, "finish your turn so the game can keep moving" is a *horrible* position. Without player turns, there is no story progress, at all. [/QUOTE]
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