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Players establishing facts about the world impromptu during play
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<blockquote data-quote="Campbell" data-source="post: 8265695" data-attributes="member: 16586"><p>[USER=6801252]@The-Magic-Sword[/USER]</p><p></p><p>There are absolutely are pretty substantial differences. The differences are just more nuanced and nothing like conch passing or a writer's room. I have seen that sort of play and been at those tables. I hate it. I also see it as radically inconsistent with my understanding of games like Masks. Even more so when it comes to Apocalypse World or Monsterhearts.</p><p></p><p>It's part of what Play Passionately calls The Culture of Outcome:</p><p></p><p></p><p></p><p>A big part of why I don't like <em>narrative game</em> as like a thing is that it confuses technique and agenda. Similar techniques can be used to achieve radically different agendas, but a game like Masks tells you how it's meant to be used. There's a lot of very specific instruction provided to the GM that involves engaging the players as their characters and does not really provide for<em> unprompted</em> this would make for a "better story" types of insertions to the fiction. The game expects more disciplined use of the described techniques.</p><p></p><p>I get that a lot of people see these games and expect unfettered use of these techniques to run amok because they just see games in terms of division of narrative authority, but more disciplined use of the tools that are provided is expected.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8265695, member: 16586"] [USER=6801252]@The-Magic-Sword[/USER] There are absolutely are pretty substantial differences. The differences are just more nuanced and nothing like conch passing or a writer's room. I have seen that sort of play and been at those tables. I hate it. I also see it as radically inconsistent with my understanding of games like Masks. Even more so when it comes to Apocalypse World or Monsterhearts. It's part of what Play Passionately calls The Culture of Outcome: A big part of why I don't like [I]narrative game[/I] as like a thing is that it confuses technique and agenda. Similar techniques can be used to achieve radically different agendas, but a game like Masks tells you how it's meant to be used. There's a lot of very specific instruction provided to the GM that involves engaging the players as their characters and does not really provide for[I] unprompted[/I] this would make for a "better story" types of insertions to the fiction. The game expects more disciplined use of the described techniques. I get that a lot of people see these games and expect unfettered use of these techniques to run amok because they just see games in terms of division of narrative authority, but more disciplined use of the tools that are provided is expected. [/QUOTE]
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