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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: 7909295" data-attributes="member: 6779196"><p>I’d consider that a subset of group 1. The players and the DM are still collaborators in the creation and telling of the story, it’s just that the outline was written by someone else. A published AP is not a complete story, it’s just the rough skeleton of one, and that can be very helpful for groups who want to play in this collaborative storytelling style but don’t have the time or energy to invent a story from scratch.</p><p></p><p>The reason I consider these variants of the same style rather than two different styles is that they appeal to the same forms of engagement. Likewise, I would consider a group playing in a sandbox module like Isle of Dread or whatever to be a subset of the emergent story style.</p><p></p><p></p><p>I think of it like Ocarina of Time vs. Breath of the Wild. One has a set story that you play to experience, the other has a bunch of challenges and systems that you can interact with however you like. Both are enjoyable, just in very different ways.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7909295, member: 6779196"] I’d consider that a subset of group 1. The players and the DM are still collaborators in the creation and telling of the story, it’s just that the outline was written by someone else. A published AP is not a complete story, it’s just the rough skeleton of one, and that can be very helpful for groups who want to play in this collaborative storytelling style but don’t have the time or energy to invent a story from scratch. The reason I consider these variants of the same style rather than two different styles is that they appeal to the same forms of engagement. Likewise, I would consider a group playing in a sandbox module like Isle of Dread or whatever to be a subset of the emergent story style. I think of it like Ocarina of Time vs. Breath of the Wild. One has a set story that you play to experience, the other has a bunch of challenges and systems that you can interact with however you like. Both are enjoyable, just in very different ways. [/QUOTE]
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Community
General Tabletop Discussion
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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