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*TTRPGs General
Players: it's your responsibility to carry a story.
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<blockquote data-quote="Hussar" data-source="post: 5296031" data-attributes="member: 22779"><p>See, this is where I'm having trouble. I just listened to an interview with Tracy Hickman at Fear the Boot. Great interview. Well worth the listen. But, Mr. Hickman started out with OD&D and into AD&D. From the very beginning, he claimed that his games were all about "running a story" that it's the movement away from running a story and towards what he calls minutia, that is the problem with RPG's today.</p><p></p><p>I think the thing is, even though Gary Gygax and co wrote a fairly specific game, people were subverting that text from the very first day. Players moved away from the very mechanistic approach to a game - you went from the town to the dungeon and then back to the town to rest, then back to the dungeon - that was outlined in the rules almost instantly.</p><p></p><p>Even reading Mr. Gygax's own words in the Q&A threads shows a distinct push towards story telling in his own games. There were very strong narratives going on - both promoted by the players and by the DM himself.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5296031, member: 22779"] See, this is where I'm having trouble. I just listened to an interview with Tracy Hickman at Fear the Boot. Great interview. Well worth the listen. But, Mr. Hickman started out with OD&D and into AD&D. From the very beginning, he claimed that his games were all about "running a story" that it's the movement away from running a story and towards what he calls minutia, that is the problem with RPG's today. I think the thing is, even though Gary Gygax and co wrote a fairly specific game, people were subverting that text from the very first day. Players moved away from the very mechanistic approach to a game - you went from the town to the dungeon and then back to the town to rest, then back to the dungeon - that was outlined in the rules almost instantly. Even reading Mr. Gygax's own words in the Q&A threads shows a distinct push towards story telling in his own games. There were very strong narratives going on - both promoted by the players and by the DM himself. [/QUOTE]
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