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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="Kannik" data-source="post: 9843958" data-attributes="member: 984"><p>There are two things here.</p><p></p><p>The first is if the player wants to duel and almost get beat, but eventually overcomes them, and everyone else at the table is cool for that, then that doesn't mean you can't either or both a) spin a great yarn about how you get to that point (which will make that duel all the more epic and meaningful as the depth of character that got built along the way) and b) it can still leave plenty open for interpretation at the end of how it turns out -- how does the character almost lose? What is the driving force behind their resolve? What do they tie it too? What realization? What friend or ally? </p><p></p><p>A game like FATE or Cortex Prime also can support this kind of thing, where a player can invoke Aspects/Distinctions to hinder themselves (not that anyone in any RPG can't also choose to simply fail or roll without their bonuses) and get metacurrency they can use to aid in their eventual victory. </p><p></p><p>The second however, which I'm getting the sense is what you're trying to posit as a major part of your premise, if you have a someone dictating, browbeating, or forcing events over the desires and enjoyment of others, then not only is whether it is a player or the GM not relevant, neither is anything about plot, story, play to find out, or any of the terms in the opening question. Nor game mechanics (or game, this would apply to baseball as well). This is a social issue of a person being a bully. That's what it is. There is no need to bring stories or storytelling into it at all. </p><p></p><p>Story does not only mean "finished manuscript." And "telling a story" doesn't only mean recounting something already created. Richard Adams told the story of Watership Down to his young daughters during long drives. Not from memory (he hadn't written it yet!). Not from a grand plan. Not from thinking about it first. But improvised as he went along. Spinning a yarn. Telling a story, with nuanced characters and exploration and theme and adventure and allegory and more.</p><p></p><p>RPGs are different than this in that we have die rolls and other things to shake things up, and we're also creating it collaboratively. It is still storytelling. Not everyone or every game or every table will tell the same kind of story, nor have the same focus, and there'll be different balances between the focus on the story and the focus on the combat/puzzles/challenges. Some will be full on plot with little meaning. Others will work to bring forth rich characters and dramas. They're all still people playing RPGs and having a good time.</p></blockquote><p></p>
[QUOTE="Kannik, post: 9843958, member: 984"] There are two things here. The first is if the player wants to duel and almost get beat, but eventually overcomes them, and everyone else at the table is cool for that, then that doesn't mean you can't either or both a) spin a great yarn about how you get to that point (which will make that duel all the more epic and meaningful as the depth of character that got built along the way) and b) it can still leave plenty open for interpretation at the end of how it turns out -- how does the character almost lose? What is the driving force behind their resolve? What do they tie it too? What realization? What friend or ally? A game like FATE or Cortex Prime also can support this kind of thing, where a player can invoke Aspects/Distinctions to hinder themselves (not that anyone in any RPG can't also choose to simply fail or roll without their bonuses) and get metacurrency they can use to aid in their eventual victory. The second however, which I'm getting the sense is what you're trying to posit as a major part of your premise, if you have a someone dictating, browbeating, or forcing events over the desires and enjoyment of others, then not only is whether it is a player or the GM not relevant, neither is anything about plot, story, play to find out, or any of the terms in the opening question. Nor game mechanics (or game, this would apply to baseball as well). This is a social issue of a person being a bully. That's what it is. There is no need to bring stories or storytelling into it at all. Story does not only mean "finished manuscript." And "telling a story" doesn't only mean recounting something already created. Richard Adams told the story of Watership Down to his young daughters during long drives. Not from memory (he hadn't written it yet!). Not from a grand plan. Not from thinking about it first. But improvised as he went along. Spinning a yarn. Telling a story, with nuanced characters and exploration and theme and adventure and allegory and more. RPGs are different than this in that we have die rolls and other things to shake things up, and we're also creating it collaboratively. It is still storytelling. Not everyone or every game or every table will tell the same kind of story, nor have the same focus, and there'll be different balances between the focus on the story and the focus on the combat/puzzles/challenges. Some will be full on plot with little meaning. Others will work to bring forth rich characters and dramas. They're all still people playing RPGs and having a good time. [/QUOTE]
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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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