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<blockquote data-quote="RangerWickett" data-source="post: 2672700" data-attributes="member: 63"><p>Sorry I haven't been as free to reply this thread as I had hoped -- been busy with setting up the new GameStore.</p><p></p><p>I want to my games to create stories. I don't want to go into a game with a specific story that <em>must</em> occur, but I would like it if, when the session or campaign is over, I can look back and see an interesting story, without too many side tracks.</p><p></p><p>Having talked to Fusangite at GenCon and having heard his lovely tale about chastising players who were playing Mongols for not appropriately murdering and pillaging, I can see that he's more interested in exploring a world than I am. I'm interested in the stories that can be created in these new worlds. Which is why I'm interested in ways to set up games so that good storytelling is a natural result.</p><p></p><p>I roleplay mostly in the first person, but that's not important. You don't have to be in first person to have a reaction to a story. Saving Private Ryan made me cry in the theater, but it wasn't because I was experiencing <em>being there</em>. It was because there was a compelling story, with powerful emotion affecting characters I was interested in.</p><p></p><p>Wish I could type more, but man I'm sleepy. I just was hoping folks would stop the whole arguing over whether it's their preference to get too close to characters, and instead talk about how to encourage good stories in a game. I was a Creative Writing major, so I feel I know what makes for good stories when I'm telling them by myself, but what can I do to help the players create a good story while still being fun?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2672700, member: 63"] Sorry I haven't been as free to reply this thread as I had hoped -- been busy with setting up the new GameStore. I want to my games to create stories. I don't want to go into a game with a specific story that [i]must[/i] occur, but I would like it if, when the session or campaign is over, I can look back and see an interesting story, without too many side tracks. Having talked to Fusangite at GenCon and having heard his lovely tale about chastising players who were playing Mongols for not appropriately murdering and pillaging, I can see that he's more interested in exploring a world than I am. I'm interested in the stories that can be created in these new worlds. Which is why I'm interested in ways to set up games so that good storytelling is a natural result. I roleplay mostly in the first person, but that's not important. You don't have to be in first person to have a reaction to a story. Saving Private Ryan made me cry in the theater, but it wasn't because I was experiencing [i]being there[/i]. It was because there was a compelling story, with powerful emotion affecting characters I was interested in. Wish I could type more, but man I'm sleepy. I just was hoping folks would stop the whole arguing over whether it's their preference to get too close to characters, and instead talk about how to encourage good stories in a game. I was a Creative Writing major, so I feel I know what makes for good stories when I'm telling them by myself, but what can I do to help the players create a good story while still being fun? [/QUOTE]
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