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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="Aldarc" data-source="post: 8935534" data-attributes="member: 5142"><p>Yeah, this is one reason why terms like "emergent story" or even "story now" developed. They were reactions against <em>pre-authored</em> TTRPG stories. And various mechanics and tools within both OSR and story game circles were developed (or utilized) to <em>resist</em> pre-authored or imposed stories: e.g., random tables, non-linear dungeons, sandboxes, player-authority over the fiction, meta-currencies, etc. </p><p></p><p>I don't think that pre-authored stories are inherently bad. My partner prefers video games with story, and they like adventure paths. That's their preference. There is definitely a place for them. However, I also understand how "story" became anathema as a term in various TTRPG communities, and I am definitely sympathetic to their own roleplaying preferences. I have a certain threshold for tolerating railroading in adventure paths, because I understand, for example, that the GM is running an AP and working within that limitation. Some people make APs less linear, but I don't expect every GM to make such adjustments. I am less tolerant, however, when I catch a whiff of the GM is trying to impose their story or railroad player choices/outcomes and they <em>aren't</em> running an AP.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8935534, member: 5142"] Yeah, this is one reason why terms like "emergent story" or even "story now" developed. They were reactions against [I]pre-authored[/I] TTRPG stories. And various mechanics and tools within both OSR and story game circles were developed (or utilized) to [I]resist[/I] pre-authored or imposed stories: e.g., random tables, non-linear dungeons, sandboxes, player-authority over the fiction, meta-currencies, etc. I don't think that pre-authored stories are inherently bad. My partner prefers video games with story, and they like adventure paths. That's their preference. There is definitely a place for them. However, I also understand how "story" became anathema as a term in various TTRPG communities, and I am definitely sympathetic to their own roleplaying preferences. I have a certain threshold for tolerating railroading in adventure paths, because I understand, for example, that the GM is running an AP and working within that limitation. Some people make APs less linear, but I don't expect every GM to make such adjustments. I am less tolerant, however, when I catch a whiff of the GM is trying to impose their story or railroad player choices/outcomes and they [I]aren't[/I] running an AP. [/QUOTE]
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