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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Charlaquin" data-source="post: 7908594" data-attributes="member: 6779196"><p>[USER=6859536]@Monayuris[/USER] and [USER=15809]@The Mirrorball Man[/USER], I think you two have hit on a strong distinction in D&D philosophy and play style. For some people, D&D is a vehicle for collaborative storytelling. For these people, the illusionism is an understood and accepted, even welcomed part of the experience. For others, though, D&D is a system for emergent storytelling. The DM isn’t telling the story, or even co-creating it with the players. The DM is laying down the parameters for the players’ engagement with the systems, and the story, such as it is, is what arises organically out of the players’ engagement within that set of parameters. For these people, the illusionism is the DM changing the parameters on them, and that is not desirable. That makes the story less emergent and more constructed, which is not what folks who prefer that style of play want.</p><p></p><p>I think both are valid and enjoyable ways to play D&D, but when you get a group that has a mix of players and/or DM who prefer one style or the other and those preferences aren’t communicated in advance, you often run into some friction. I also think we tend to run into similar friction when we talk online to folks with different preferences in this regard, especially when we don’t understand what it is the other party wants out of the game.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7908594, member: 6779196"] [USER=6859536]@Monayuris[/USER] and [USER=15809]@The Mirrorball Man[/USER], I think you two have hit on a strong distinction in D&D philosophy and play style. For some people, D&D is a vehicle for collaborative storytelling. For these people, the illusionism is an understood and accepted, even welcomed part of the experience. For others, though, D&D is a system for emergent storytelling. The DM isn’t telling the story, or even co-creating it with the players. The DM is laying down the parameters for the players’ engagement with the systems, and the story, such as it is, is what arises organically out of the players’ engagement within that set of parameters. For these people, the illusionism is the DM changing the parameters on them, and that is not desirable. That makes the story less emergent and more constructed, which is not what folks who prefer that style of play want. I think both are valid and enjoyable ways to play D&D, but when you get a group that has a mix of players and/or DM who prefer one style or the other and those preferences aren’t communicated in advance, you often run into some friction. I also think we tend to run into similar friction when we talk online to folks with different preferences in this regard, especially when we don’t understand what it is the other party wants out of the game. [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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