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General Tabletop Discussion
*TTRPGs General
On The Value and Use of Narrative Structures in Play
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<blockquote data-quote="pemerton" data-source="post: 6813409" data-attributes="member: 42582"><p>I think you are making a false assumption, namely that the only way to have <em>plot</em> in an RPG is to have a <em>prescribed</em>, pre-authored plot.</p><p></p><p>There is a whole raft of techniques (mostly but not exclusively GM-side), and a whole lot of RPGs that self-concsiously embrace and promote those techniques, which are intended to ensure that <em>plot</em> in the literary/narrative sense is generated by play, but without being pre-authored.</p><p></p><p>Some of the techniques include tight scene-framing; "fail forward" narration of failed checks, which includes the generation of new backstory by the GM to explain failures; no use of "secret backstory" to evaluate the outcomes of player action declarations for their PCs; players building PCs with clear, and clearly signalled, goals/commitments/relationships, etc, which the GM then uses as the focus for both framing scenes and narrating complications; etc.</p><p></p><p>Some of the games include HeroWars/Quest (Robin Laws), Burning Wheel (Luke Crane), the -World games (originating with Vincent Baker), a fairly common approach to Marvel Herioc RP, a fairly common approach to 4e, FATE, etc.</p><p></p><p>There is currently an active thread on this particular sub-forum (the "fail forward" thread) discussing some of these matters.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6813409, member: 42582"] I think you are making a false assumption, namely that the only way to have [I]plot[/I] in an RPG is to have a [I]prescribed[/I], pre-authored plot. There is a whole raft of techniques (mostly but not exclusively GM-side), and a whole lot of RPGs that self-concsiously embrace and promote those techniques, which are intended to ensure that [I]plot[/I] in the literary/narrative sense is generated by play, but without being pre-authored. Some of the techniques include tight scene-framing; "fail forward" narration of failed checks, which includes the generation of new backstory by the GM to explain failures; no use of "secret backstory" to evaluate the outcomes of player action declarations for their PCs; players building PCs with clear, and clearly signalled, goals/commitments/relationships, etc, which the GM then uses as the focus for both framing scenes and narrating complications; etc. Some of the games include HeroWars/Quest (Robin Laws), Burning Wheel (Luke Crane), the -World games (originating with Vincent Baker), a fairly common approach to Marvel Herioc RP, a fairly common approach to 4e, FATE, etc. There is currently an active thread on this particular sub-forum (the "fail forward" thread) discussing some of these matters. [/QUOTE]
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On The Value and Use of Narrative Structures in Play
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