payn
Glory to Marik
I see it more as seeding a story. You are choosing a setting and characters and then making something of that. I dont mind a little prep work on the GMs part of the ingredients if it leads to an excellent story making experience. So, id re-frame it as making a co-operative story rather than telling one.This started in another thread but I thought I would spin it off into its own thread before it goes wild.
What do you think of TTRPGs (broadly) in relation to "story." Are RPGs "stories." Are they "story generators"? Something else? How do the particular mechanics of a game interact with what you think the relationship is? How about adventure structure, particularly for campaign length adventures, from At The Mountains of Madness to The Enemy Within to Curse of Strahd?
For you, personally, are you telling a story when you play a TTRPG?
I think this is a simple re-framing of the idea that a story exists before play. I'd agree, the real/complete story is what is left after the game is over.For my part, I think you are creating a story through play, but that story is not what happens at the table per se. Rather, the story is how we talk about it after the game is done. Stories have a structure that does not really work in play. RPGs are messy, ephemeral things in play, with terrible pacing and contradictory plot elements. But once play is done, the thing that remains with us is the story that RPG play generated. Perhaps most interestingly, that story is different for every participant.
This is the bit I dont really agree with. Role playing is role playing. If you choose a pregen and had no decisions in its making, you are still role playing that character. If you choose an adventure path that doesnt allow you to leave an area of interest in the setting, you are still role playing that character.Now, you can force games to be more like stories by demanding certain beats be present and forcing pacing, etc... But every single element that makes play more like a story makes it less like an RPG -- because RPGs are defined by their embrace of player agency. In trad games this is mostly the GM, but more modern games give players tools to put their fingers on the scale as well.
I do think agency is an important aspect of the game portion of role playing, but I do not tie agency strictly to role playing itself.
I'd love to be an advocate of this style of play, but, oh boy, have my most worst experiences been in this style of play. I've encountered some lazy GMs looking to off load work on the players, and more than a few players that simply cant be proactive. I think its an evocative style and if its a good mix of active players and a flexible GM it can be pretty great. It just requires folks flex muscles that are uncommon or take intention to bring out.As is probably obvious, I am an advocate of playing to find out and presenting situations rather than plots or adventures.
I think "story" has become rather loaded as an RPG term. I see quite a bit of light between a railroad and a linear adventure which a lot of folks will not. Largely its a matter of perspective that folks cant help but frame in black and white terms of right and wrongness instead.Where do you stand? What is your preference when it comes to TTRPG play and story?
I really like @sevenbastard 's sports take. For example, you could be playing a baseball game. You know its gonna take place on a field, and its going to use a rule set, but after that anything can happen. Its just as fun for me to see the outcome of a good baseball game as it is a drama that I have no idea what the rules or potential are. Though, I watch both sports games ive seen a thousand times, and movies which ive seen a thousand of. Each is exciting for their own aspects. Thats essentially how I see linear and non-linear play. Finally, story isnt set, its made during play.

