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Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Breaking Star Games" data-source="post: 9843472" data-attributes="member: 7042067"><p>I definitely agree that RPGs shine on those open-ended challenges where players can find solutions that surprise me. I won't get into any semantic arguments about defining story or telling a story at the table, but some fun food for thought.</p><p></p><p>Many writers describe their process as Gardener who doesn't have goals/plans and they discover their story as they are writing - often fleshing out driven characters who create the plot beats by the writer getting into their head (as opposed to Architect who thoroughly plans).</p><p></p><p>[URL unfurl="true"]https://writingcooperative.com/gardeners-and-architects-f36352b8a63[/URL]</p><p></p><p>So, this more freeform style is completely natural in other crafts and I believe humans are naturally inclined to storytelling - it's probably the oldest art even before language, narratives are how we remember things and parse the world. And this Garderner-style writing is how it happens in many RPGs but with other people as writers. But like this Gardener writer, they aren't necessarily in a Writer's Stance (at least not 100% of the time). They take the perspective of their character in an Actor Stance. And different table playstyles and systems will influence that.</p><p></p><p>I've definitely been chewing on Slugblaster's Beats where you have a pre-planned narrative arc which means between these planned beats, you don't progress it. It feels weird to me that the game takes the reins there. But those that checked out the Quinn's Quest video, he made it his GOTY, and I do agree with him on a lot of other games like Blades in the Dark and Mythic Bastionland.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9843472, member: 7042067"] I definitely agree that RPGs shine on those open-ended challenges where players can find solutions that surprise me. I won't get into any semantic arguments about defining story or telling a story at the table, but some fun food for thought. Many writers describe their process as Gardener who doesn't have goals/plans and they discover their story as they are writing - often fleshing out driven characters who create the plot beats by the writer getting into their head (as opposed to Architect who thoroughly plans). [URL unfurl="true"]https://writingcooperative.com/gardeners-and-architects-f36352b8a63[/URL] So, this more freeform style is completely natural in other crafts and I believe humans are naturally inclined to storytelling - it's probably the oldest art even before language, narratives are how we remember things and parse the world. And this Garderner-style writing is how it happens in many RPGs but with other people as writers. But like this Gardener writer, they aren't necessarily in a Writer's Stance (at least not 100% of the time). They take the perspective of their character in an Actor Stance. And different table playstyles and systems will influence that. I've definitely been chewing on Slugblaster's Beats where you have a pre-planned narrative arc which means between these planned beats, you don't progress it. It feels weird to me that the game takes the reins there. But those that checked out the Quinn's Quest video, he made it his GOTY, and I do agree with him on a lot of other games like Blades in the Dark and Mythic Bastionland. [/QUOTE]
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Community
General Tabletop Discussion
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Let's talk about "plot", "story", and "play to find out."
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