maddman75 said:Here is my attempt, though I prefer the term 'Story-Creating Gaming'.
blog said:The first and primary is the structure. This means that the RPG session will have an introduction, exposition, climax, and coda. Now every RPG session ever played has those features, as they're really just fancy words for start, beginning, middle, and end.
So why not use the words like "start"? Because then it sounds like you're saying "everything has a start, beginning, middle, and end" which is completely underwhelming and sums up in general how I feel about the story-creating gaming thing. It's unremarkable to the extent that it explains what everyone already knows about the story, and it's unusable to the extent that it deviates from what I already do. People IME don't like railroading, they also don't like a party with characters with five different backgrounds going in five different directions. But then you get to the railroading thing...
blog said:There should be interesting outcomes no matter how the conflict is resolved. Nor should the GM have several "right" answers. That isn't a dynamic game, that's a railroad with a switching station. The GM has to be able to think on his feet and find a good resolution, and not reject the unexpected but embrace it.
I think you would have lost a potential new gamer by now but experienced ones would recognize a classic situation. "They killed my BBEG in the first round, so how do I save my climax?!" Something like "find a good resolution" IMO is not really beginner advice per se, hopefully an introductory set might explain (probably through example) what "good" means. Though I'm not sure how because you (and story-creating system in general) has already set the bar pretty high by suggesting that the end-all-be-all of the game fits into the intro-story-climax pattern. But a DMs plans rarely survive contact with the dice-rolling players, moreso if you try to fit them within some sort of narrative.
And if you don't "try", and you don't railroad, then what is the point? The advice can hardly boil down to "let the players do what they want and see what happens". Hardly seems worth a blog page if that's what you mean.
I learned alot from modules when I started playing. So if a module said "if the villain dies, do X, if he doesn't die, do Y" would show a beginning DM, through example, how to handle the unexpected. In many of these situations I think an example is worth a thousand words. Reading modules made me want to run adventures and DM. If story-creating people haven't already written tons of best-selling modules that demonstrate their ability to put together an interesting adventure, then they should get to it.
And I think this what "story creating" folks like yourself have already done and continue to do. More power to you. I just don't think it represents the salvation of the game, or some untapped resource seeing as these ideas have been around for 20 years or more (if not, then what do you think White Wolf has been trying to do with Vampire all this time?). IMO the story-creating side of the RPG spectrum is not going to save the game for the rest of us if we'd just get out of the way - AFAICT they've had their chance for a long time.
I agree with folks that say that DnD's strength is that you get to do what you want as a player. I don't think this is completely synonymous with the "story creating" style though, as you define it.