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General Tabletop Discussion
*Dungeons & Dragons
Player-generated fiction in D&D
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<blockquote data-quote="pemerton" data-source="post: 9420591" data-attributes="member: 42582"><p>I am talking about <em>the fiction</em>, as in, the many thousands of words that are produced during the hours of play that make up a session or two (or three, or . . .) of a group of people playing a RPG.</p><p></p><p>Those words are <em>about</em> something: there are people, and places, and concerns, and hopes, and reasons, and successes and failures, and so on and so on. All the sort of stuff that is found in any other fictional work too.</p><p></p><p>Who generates that aspect of the fiction, that topic of focus? It can be generated by the GM, perhaps mediating some other person's work: I've given WPM as an example from my own AD&D play.</p><p></p><p>It can be generated by the players, although - at least in a typical/mainstream RPG authority structure - the GM will be picking up at least some of what they have generated and presenting it back to them in the context of opposition or opportunity or other element of an imagined situation that will make play happen.</p><p></p><p>I've given an example of this latter possibility from my own 4e D&D play.</p><p></p><p>So, in the OP I pointed to the 4e quest system as one device for making <em>player-generated fiction as to what is the focus of the action</em> a meaningful feature of play.</p><p></p><p>I'm not all that interested in trying to mark out some boundaries as to what would count as a player-designed quest. Given that no rule of 4e turns on that, why would we worry? Maybe at some table, players enjoy specifying quests in terms of options the GM has expressly or implicitly presented to them, while other tables are closer to what I presented with my Soul Abattoir example.</p><p></p><p>I'm interested in player-generated fiction, across the three aspects/components that I identified in the OP.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9420591, member: 42582"] I am talking about [I]the fiction[/I], as in, the many thousands of words that are produced during the hours of play that make up a session or two (or three, or . . .) of a group of people playing a RPG. Those words are [I]about[/I] something: there are people, and places, and concerns, and hopes, and reasons, and successes and failures, and so on and so on. All the sort of stuff that is found in any other fictional work too. Who generates that aspect of the fiction, that topic of focus? It can be generated by the GM, perhaps mediating some other person's work: I've given WPM as an example from my own AD&D play. It can be generated by the players, although - at least in a typical/mainstream RPG authority structure - the GM will be picking up at least some of what they have generated and presenting it back to them in the context of opposition or opportunity or other element of an imagined situation that will make play happen. I've given an example of this latter possibility from my own 4e D&D play. So, in the OP I pointed to the 4e quest system as one device for making [I]player-generated fiction as to what is the focus of the action[/I] a meaningful feature of play. I'm not all that interested in trying to mark out some boundaries as to what would count as a player-designed quest. Given that no rule of 4e turns on that, why would we worry? Maybe at some table, players enjoy specifying quests in terms of options the GM has expressly or implicitly presented to them, while other tables are closer to what I presented with my Soul Abattoir example. I'm interested in player-generated fiction, across the three aspects/components that I identified in the OP. [/QUOTE]
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