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General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Scott Christian" data-source="post: 9844691" data-attributes="member: 6901101"><p>I am going to start with this, because I think it is an area of the game not discussed enough. Outside the table talk, both during the campaign and after, is definitely how the story of the game gets remembered. Key scenes, key antagonists, key NPCs, key dialogue. It is very similar to a memorable movie.</p><p></p><p>That said, I disagree with this. The contradictory plot elements and terrible pacing is something that happens when it's more reliant on improvisation. And that does not mean a great story isn't being created! But, as a player who hyper-focuses on those two things (and never says anything about them), I can say that a lot of prep goes a long way in eliminating the messiness. </p><p></p><p>I view them as both. When you pick up a module or adventure path or create one of your own, there is a story in there, even if it is just an outline. The storyboard exists. It might get altered along the way, but it is there. That is where the story generator comes into play. Because while the storyboard might be there, the characters are not. And those characters might start to change the storyboard. </p><p></p><p>Mechanics are everything when it comes to story. I will leave it at that.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9844691, member: 6901101"] I am going to start with this, because I think it is an area of the game not discussed enough. Outside the table talk, both during the campaign and after, is definitely how the story of the game gets remembered. Key scenes, key antagonists, key NPCs, key dialogue. It is very similar to a memorable movie. That said, I disagree with this. The contradictory plot elements and terrible pacing is something that happens when it's more reliant on improvisation. And that does not mean a great story isn't being created! But, as a player who hyper-focuses on those two things (and never says anything about them), I can say that a lot of prep goes a long way in eliminating the messiness. I view them as both. When you pick up a module or adventure path or create one of your own, there is a story in there, even if it is just an outline. The storyboard exists. It might get altered along the way, but it is there. That is where the story generator comes into play. Because while the storyboard might be there, the characters are not. And those characters might start to change the storyboard. Mechanics are everything when it comes to story. I will leave it at that. [/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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