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General Tabletop Discussion
*Dungeons & Dragons
Player-generated fiction in D&D
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<blockquote data-quote="Aldarc" data-source="post: 9417327" data-attributes="member: 5142"><p>I believe that is called “novel-gazing.” <img class="smilie smilie--emoji" alt="😉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" title="Winking face :wink:" data-shortname=":wink:" loading="lazy" width="64" height="64" /> In those cases, I usually find reading the AP a better use of my time than playing it. However, what you call “navel-gazing” is what I happen to call “roleplaying my character,” and it’s what I generally expect when playing a TTRPG.</p><p></p><p></p><p>I agree that it changes the nature of problem-solving. However, I'm not necessarily sure that games of higher player-generated fiction are necessarily interested in the gamism of problem-solving challenges. I think that the interest lies more in connecting their characters to the world and having who their characters are matter. While I think that “inventing pieces” can be used in a way that solves problems, I have also found through playing player-generated fiction games that it’s also about players <em>creating problems,</em> hooks, and a world they are actually interested in engaging.</p><p></p><p>While a lot of discussion here is being framed in terms of Story Now, I do find that there is a fair bit of overlap here with some strands of Neo-Trad.</p><p></p><p></p><p>What I like about player-generated fiction and having a looser myth is similar in that it also sets limits to myself as a GM.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9417327, member: 5142"] I believe that is called “novel-gazing.” 😉 In those cases, I usually find reading the AP a better use of my time than playing it. However, what you call “navel-gazing” is what I happen to call “roleplaying my character,” and it’s what I generally expect when playing a TTRPG. I agree that it changes the nature of problem-solving. However, I'm not necessarily sure that games of higher player-generated fiction are necessarily interested in the gamism of problem-solving challenges. I think that the interest lies more in connecting their characters to the world and having who their characters are matter. While I think that “inventing pieces” can be used in a way that solves problems, I have also found through playing player-generated fiction games that it’s also about players [I]creating problems,[/I] hooks, and a world they are actually interested in engaging. While a lot of discussion here is being framed in terms of Story Now, I do find that there is a fair bit of overlap here with some strands of Neo-Trad. What I like about player-generated fiction and having a looser myth is similar in that it also sets limits to myself as a GM. [/QUOTE]
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