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<blockquote data-quote="Arlough" data-source="post: 5554328" data-attributes="member: 79335"><p>Fortunately for me, the preferred style of gaming is "collaborative storytelling". Actually, it isn't fortune, but design. That is the way we game and if people don't like that kind of gaming they usually either don't get to game the way they want, or if they are disrupting the fun of the rest of the group, they are told to find a different group to play with.</p><p></p><p></p><p></p><p>Watch Dark City, Memento, Big O, The Hangover, Eden of the East, The Long Kiss Goodnight, Blood+, Who am I? (Jackie Chan flick, not the song)</p><p>Like a detective drama, you have to piece things together to understand what is happening, but there is an added sense of urgency when you are trying to discover what you have done so you can resolve the issues that were created during that time.</p><p></p><p>Basically, the goal we are trying to achieve is a good, compelling story. And just as I am willing to work with my players, using their back stories to build compelling encounters will villains from their pasts, they are also willing to work with me on building a gripping narrative. Just because we know what will happen down the road doesn't mean there is a set way of getting there.</p><p></p><p>Fight Club starts at the end, goes back, goes back further, moves forward again to that same end, includes some flashback humor, and finally ends. But in the middle where Jack was running from damn near everybody after fleeing the police station, I was still tense and wondering if he was going to get away. We knew he would end up alive, with a gun in his mouth, speaking only in vowels, and it was still a compelling story to explore. Why can't this be similar?</p></blockquote><p></p>
[QUOTE="Arlough, post: 5554328, member: 79335"] Fortunately for me, the preferred style of gaming is "collaborative storytelling". Actually, it isn't fortune, but design. That is the way we game and if people don't like that kind of gaming they usually either don't get to game the way they want, or if they are disrupting the fun of the rest of the group, they are told to find a different group to play with. Watch Dark City, Memento, Big O, The Hangover, Eden of the East, The Long Kiss Goodnight, Blood+, Who am I? (Jackie Chan flick, not the song) Like a detective drama, you have to piece things together to understand what is happening, but there is an added sense of urgency when you are trying to discover what you have done so you can resolve the issues that were created during that time. Basically, the goal we are trying to achieve is a good, compelling story. And just as I am willing to work with my players, using their back stories to build compelling encounters will villains from their pasts, they are also willing to work with me on building a gripping narrative. Just because we know what will happen down the road doesn't mean there is a set way of getting there. Fight Club starts at the end, goes back, goes back further, moves forward again to that same end, includes some flashback humor, and finally ends. But in the middle where Jack was running from damn near everybody after fleeing the police station, I was still tense and wondering if he was going to get away. We knew he would end up alive, with a gun in his mouth, speaking only in vowels, and it was still a compelling story to explore. Why can't this be similar? [/QUOTE]
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