Doug McCrae
Legend
I think I get the picture, EW. You're using a very restricted definition of the word 'storytelling'. I don't see how that's a useful thing to do, it just causes confusion, much like howandwhy99's weird definition of roleplaying.
Indeed. EW appears to be taking the position that a story cannot be told as it unfolds and that storytelling must always take place after the event.I think I get the picture, EW. You're using a very restricted definition of the word 'storytelling'. I don't see how that's a useful thing to do, it just causes confusion, much like howandwhy99's weird definition of roleplaying.
Indeed. EW appears to be taking the position that a story cannot be told as it unfolds and that storytelling must always take place after the event.
I suppose one way to reconcile EW's definition of storytelling with conventional role-playing is to slice a story down to the smallest unit of narrative that can be a story, and tell that after it has been role-played through.
So, if we tell stories after each encounter, we can tell the Story of How the Adventurers Beat Encounter #1 (or not).
In the kind of "platonic ideal" world of roleplaying, the player has the concept of his character and his character's personality and motivations. He decides the actions of his character based on that conception, and that conception alone.
While collaborative storytelling involves some subordination of the player's choice of action to something external, be it another player or the group or some notion of narrative or plot device. And so the two can come into conflict, if that external storytelling would cause or force the player to choose an action that runs contrary to the concept the player has over his character.
So EW, one thing you seem to be getting at which no one else seems to be picking up on, is that you feel that roleplaying is fundamentally an individual, one-player activity. In the kind of "platonic ideal" world of roleplaying, the player has the concept of his character and his character's personality and motivations. He decides the actions of his character based on that conception, and that conception alone. (Leaving aside here tactics and dice rolling and so forth for the time being, let's just consider pure "when my character gets loot does he give it to orphans or blow it on booze" kind of stuff.)
While collaborative storytelling involves some subordination of the player's choice of action to something external, be it another player or the group or some notion of narrative or plot device. And so the two can come into conflict, if that external storytelling would cause or force the player to choose an action that runs contrary to the concept the player has over his character. So it threatens a loss of roleplaying control. I want my character to donate the loot to orphans, but I have to blow it on booze because some narrative device demands it.
Is that where you are coming from?
"pick your own path to a defined conclusion" is not necessarily what is suggested. The "Pick your own path" adventure style books did offer multiple conclusions, at least that's what I remember from the few I ever read.Pretty much right on. Also related is the "pick your own path to a defined conclusion" trap that DM's can fall into when concentrating on constructing "scenes" to play out. It seems a bit odd that players will put up with such things as a "collaborative story". We used to just call it railroading.![]()