Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
Playing "storygames": Mobile Frame Zero - Firebrands; and Showdown
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9881041" data-attributes="member: 42582"><p>I tend to regard "storygame" as a bit of a scare quote category by default - it's like Greg Stafford calling Prince Valiant a "storytelling" game because he wants to make it clear it's not a technical resource-management type game of the classic D&D sort. Or even, for me, like calling the Apocalypse World GM the MC (and before that, Christopher Kubasik calling the GM of a "story entertainment" the "fifth business": <a href="https://playsorcerer.wordpress.com/2008/07/23/the-interactive-toolkit-part-four-running-story-entertainments/" target="_blank">The Interactive Toolkit: Part Four: Running Story Entertainments</a>).</p><p></p><p>Showdown has a tight structure, I agree. But within that structure I did declare actions for my character, both in the duel and in the flashback. The "after the event" narration reminds me a bit of Agon 2e. The inexorability of it reminded me a bit of my experience with Wuthering Heights: very different in its techniques, but crescendo-oriented in its mechanics.</p><p></p><p>I felt that this, from the Afterword of the rulebook, rang true at least for me:</p><p></p><p style="margin-left: 20px">I want you to respect your opponent when you play by playing generously. But that’s not the same thing as collaborating. <em>Showdown</em> isn’t about collaborating. I want you to play <em>Showdown</em> hard. I want you to tear your opponent’s character</p> <p style="margin-left: 20px">to shreds. I want you to find those emotionally tender places in your opponent and poke at them.</p><p></p><p>[USER=7044566]@thefutilist[/USER] did that!</p><p></p><p>The one point where I was invited to step outside my character, and my character's fictional position, was right at the end: I had the "upper hand", and so got to narrate the outcome of the duel, and the rules say that</p><p></p><p style="margin-left: 20px">Just because you’re out of Attack Cards doesn’t mean it’s your character who has to die. That’s likely the case, but anything can still happen in those final moments. Sometimes a noble death can redeem an otherwise irredeemable character. Or, maybe, it can just purge the world of a vile monster, even if that monster is you. Consider who <em>really</em> should die, even if it’s the person who</p> <p style="margin-left: 20px">fared best in the duel overall.</p><p></p><p>[USER=7044566]@thefutilist[/USER] drew my attention to this passage, before I exercised my narration rights. I called it his "writers' room gambit" - an attempt to draw me out of my character as Bertrand, and to consider the bigger picture. But I declined, and clung on to Bertrand to the bitter end.</p><p></p><p>[USER=7044566]@thefutilist[/USER] then got his revenge in the final flashback scene. But I don't think he had to step outside his character, or his character's fictional position, to do it. It skewered Bertrand, but was a perfect realisation of the path the two characters had been on. (And who ended up being the bloodthirsty brute?)</p><p></p><p>I don't know if we just got lucky - but to me it seems like a well-designed game that it produces pathos, twists and irony without anyone having to make decisions beyond <em>choosing what their character wants and does</em>, and then working out the upshot of that in accordance with the game rules.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9881041, member: 42582"] I tend to regard "storygame" as a bit of a scare quote category by default - it's like Greg Stafford calling Prince Valiant a "storytelling" game because he wants to make it clear it's not a technical resource-management type game of the classic D&D sort. Or even, for me, like calling the Apocalypse World GM the MC (and before that, Christopher Kubasik calling the GM of a "story entertainment" the "fifth business": [URL="https://playsorcerer.wordpress.com/2008/07/23/the-interactive-toolkit-part-four-running-story-entertainments/"]The Interactive Toolkit: Part Four: Running Story Entertainments[/URL]). Showdown has a tight structure, I agree. But within that structure I did declare actions for my character, both in the duel and in the flashback. The "after the event" narration reminds me a bit of Agon 2e. The inexorability of it reminded me a bit of my experience with Wuthering Heights: very different in its techniques, but crescendo-oriented in its mechanics. I felt that this, from the Afterword of the rulebook, rang true at least for me: [indent]I want you to respect your opponent when you play by playing generously. But that’s not the same thing as collaborating. [I]Showdown[/I] isn’t about collaborating. I want you to play [I]Showdown[/I] hard. I want you to tear your opponent’s character to shreds. I want you to find those emotionally tender places in your opponent and poke at them.[/indent] [USER=7044566]@thefutilist[/USER] did that! The one point where I was invited to step outside my character, and my character's fictional position, was right at the end: I had the "upper hand", and so got to narrate the outcome of the duel, and the rules say that [indent]Just because you’re out of Attack Cards doesn’t mean it’s your character who has to die. That’s likely the case, but anything can still happen in those final moments. Sometimes a noble death can redeem an otherwise irredeemable character. Or, maybe, it can just purge the world of a vile monster, even if that monster is you. Consider who [I]really[/I] should die, even if it’s the person who fared best in the duel overall.[/indent] [USER=7044566]@thefutilist[/USER] drew my attention to this passage, before I exercised my narration rights. I called it his "writers' room gambit" - an attempt to draw me out of my character as Bertrand, and to consider the bigger picture. But I declined, and clung on to Bertrand to the bitter end. [USER=7044566]@thefutilist[/USER] then got his revenge in the final flashback scene. But I don't think he had to step outside his character, or his character's fictional position, to do it. It skewered Bertrand, but was a perfect realisation of the path the two characters had been on. (And who ended up being the bloodthirsty brute?) I don't know if we just got lucky - but to me it seems like a well-designed game that it produces pathos, twists and irony without anyone having to make decisions beyond [I]choosing what their character wants and does[/I], and then working out the upshot of that in accordance with the game rules. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Playing "storygames": Mobile Frame Zero - Firebrands; and Showdown
Top