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General Tabletop Discussion
*TTRPGs General
Players establishing facts about the world impromptu during play
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8262885" data-attributes="member: 6801252"><p>The analogy is way too far away to be relevant and I'm speaking from experience, when we're playing Masks: A New Generation, coming up with an answer in the fiction is a very different experience from discovering information that was hidden all along. My brain fundamentally engages in a different way when I investigate information, as opposed to when I create it. When I'm writing, I'm debating the narrative implications of the information and how it affects the themes of the fiction-- its a process of curation where I'm choosing between different narrative elements to determine what best creates the tone, themes, and narrative I'm going for, and what elements make me joyful.</p><p></p><p>When I'm discovering information, part of the fun is the cause and effect of making choices in the fiction, and being rewarded with information. That information is like a piece of a puzzle that I can use to answer my own questions about the world my character inhabits, potentially leverage for benefits I wouldn't have gotten without my diligence, and uncover the themes of the world-building. Because I'm not the one creating it, I get to see someone else really compose and curate the information, I get to see and understand perspectives that I normally wouldn't, patterns that aren't my own and subversions of my expectations. You'd think this would be an element of story now play, but while its definitely fun to find out what comes out of it, the creative tug of war prevents the same degree of composition, I can't suspend disbelief to pretend the theming is coherent in the same way, so instead its just neat to see what the end product looks like with so many different voices.</p><p></p><p>Its like the difference between cooking and eating.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8262885, member: 6801252"] The analogy is way too far away to be relevant and I'm speaking from experience, when we're playing Masks: A New Generation, coming up with an answer in the fiction is a very different experience from discovering information that was hidden all along. My brain fundamentally engages in a different way when I investigate information, as opposed to when I create it. When I'm writing, I'm debating the narrative implications of the information and how it affects the themes of the fiction-- its a process of curation where I'm choosing between different narrative elements to determine what best creates the tone, themes, and narrative I'm going for, and what elements make me joyful. When I'm discovering information, part of the fun is the cause and effect of making choices in the fiction, and being rewarded with information. That information is like a piece of a puzzle that I can use to answer my own questions about the world my character inhabits, potentially leverage for benefits I wouldn't have gotten without my diligence, and uncover the themes of the world-building. Because I'm not the one creating it, I get to see someone else really compose and curate the information, I get to see and understand perspectives that I normally wouldn't, patterns that aren't my own and subversions of my expectations. You'd think this would be an element of story now play, but while its definitely fun to find out what comes out of it, the creative tug of war prevents the same degree of composition, I can't suspend disbelief to pretend the theming is coherent in the same way, so instead its just neat to see what the end product looks like with so many different voices. Its like the difference between cooking and eating. [/QUOTE]
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Players establishing facts about the world impromptu during play
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