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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7099504" data-attributes="member: 42582"><p>This just isn't true.</p><p></p><p>Chris Claremont, in X-Men 150, tells us that Magneto is a Holocaust survivor, whose motivation for wanting to rule the world is connected to protecting mutants from the sorts of threats that had killed his family in Europe.</p><p></p><p>This establishing of motivation didn't have to be known or planned as soon as Magneto was introduced as a character. In fact, it's inevitable in serial fiction that elements of the fiction, including character backstories and motivations, will be authored and elaborated after the initial introduction of the character. (Consider also the first time Wolverine pops his claws without wearing his costume, and another X-Man (Nightcrawler? - I don't have the issue in front of me) says "They're a part of you?!")</p><p></p><p>This <a href="http://www.enworld.org/forum/showthread.php?299440-Exploration-scenarios-my-experiment-last-Sunday" target="_blank">actual play report</a> from over six years ago describes, in some detail, how I ran an exploration scenario without pre-authoring:</p><p></p><p style="margin-left: 20px"></p><p></p><p>Here are some of the details of the mystery that were established by me as part of the process of actually play:</p><p></p><p style="margin-left: 20px"></p><p></p><p>As I said, it's simply not true that this sort of thing can't be done without knowing in advance what is going on. As you can see from the above, the relevant theological motivations - burial practices, and then magical experiments that were the precursors to wizardly madness - were authored in the course of play.</p><p></p><p>So your claims of <em>must</em> and <em>the only way</em> are simply false. They are refuted by actual experience.</p><p></p><p>No, I said I can tell if the game speaks to the dramatic needs I have established for my character, or not. And that that cannot be done while sticking to pre-planned notes.</p><p></p><p>A combination of memory, notes and a robust sense on the part of both GM and players of the shared fiction.</p><p></p><p>That's a bad argument. He also knows (presumably) whether he is left or right handed; whether he prefers the sexual company of men, women, both, or neither; etc - but I don't know any of those things.</p><p></p><p>I don't need to know anything at all about someone's motivations to narrate them flying out of a fortress on a flying carpet.</p><p></p><p>It does to me. I don't enjoy RPGing for the colour. I enjoy it for the play, which means engaging with the fiction. Which means that the fiction has to be more than mere colour.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7099504, member: 42582"] This just isn't true. Chris Claremont, in X-Men 150, tells us that Magneto is a Holocaust survivor, whose motivation for wanting to rule the world is connected to protecting mutants from the sorts of threats that had killed his family in Europe. This establishing of motivation didn't have to be known or planned as soon as Magneto was introduced as a character. In fact, it's inevitable in serial fiction that elements of the fiction, including character backstories and motivations, will be authored and elaborated after the initial introduction of the character. (Consider also the first time Wolverine pops his claws without wearing his costume, and another X-Man (Nightcrawler? - I don't have the issue in front of me) says "They're a part of you?!") This [url=http://www.enworld.org/forum/showthread.php?299440-Exploration-scenarios-my-experiment-last-Sunday]actual play report[/url] from over six years ago describes, in some detail, how I ran an exploration scenario without pre-authoring: [indent][/indent] Here are some of the details of the mystery that were established by me as part of the process of actually play: [indent][/indent] As I said, it's simply not true that this sort of thing can't be done without knowing in advance what is going on. As you can see from the above, the relevant theological motivations - burial practices, and then magical experiments that were the precursors to wizardly madness - were authored in the course of play. So your claims of [I]must[/I] and [I]the only way[/I] are simply false. They are refuted by actual experience. No, I said I can tell if the game speaks to the dramatic needs I have established for my character, or not. And that that cannot be done while sticking to pre-planned notes. A combination of memory, notes and a robust sense on the part of both GM and players of the shared fiction. That's a bad argument. He also knows (presumably) whether he is left or right handed; whether he prefers the sexual company of men, women, both, or neither; etc - but I don't know any of those things. I don't need to know anything at all about someone's motivations to narrate them flying out of a fortress on a flying carpet. It does to me. I don't enjoy RPGing for the colour. I enjoy it for the play, which means engaging with the fiction. Which means that the fiction has to be more than mere colour. [/QUOTE]
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