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General Tabletop Discussion
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Reification versus ludification in 5E/6E
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<blockquote data-quote="jgsugden" data-source="post: 9623548" data-attributes="member: 2629"><p>Need? No. But when we plan, prepare, and craft we generally get a better result than when we just throw things together. This is true in storytelling, architecture, programming, etc... Don't get me wrong - I like improvisation and it is a necessary part of the game ... but if you're plugging that improvisation into a planned structure, you're going to get a better result ... <em>even when the PCs deviate from plan entirely</em> because it gives that deviation something to be balanced against. If they decide to let the Young Royal be kidnapped and instead go hunt wyverns there is a story to unfold from their decision ... </p><p></p><p></p><p></p><p>You're essentially arguing that story isn't important because players and DMs can derail it. That is like arguing against driving cars because they can crash. </p><p></p><p>A well crafted story inherently will engage the players. If it doesn't, it wasn't well crafted for the purpose it was intended. That happens - we all bomb sometimes. However, when deciding whether a path is worth taking we should not dismiss it because it might go somewhere bad if it far, far, far more likely to go someplace excellent.</p><p></p><p>And as for the DM getting too attached and forcing players hands - again, that is not part of a good communal story telling experience. If the PCs want to walk from the story elements presented, the DM should be prepared for the possibility and have a <em>positive experience</em> plan for f the PCs do it. If they hunt wyverns instead of rescuing royalty - great! That opens up new story hooks, right?</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9623548, member: 2629"] Need? No. But when we plan, prepare, and craft we generally get a better result than when we just throw things together. This is true in storytelling, architecture, programming, etc... Don't get me wrong - I like improvisation and it is a necessary part of the game ... but if you're plugging that improvisation into a planned structure, you're going to get a better result ... [I]even when the PCs deviate from plan entirely[/I] because it gives that deviation something to be balanced against. If they decide to let the Young Royal be kidnapped and instead go hunt wyverns there is a story to unfold from their decision ... You're essentially arguing that story isn't important because players and DMs can derail it. That is like arguing against driving cars because they can crash. A well crafted story inherently will engage the players. If it doesn't, it wasn't well crafted for the purpose it was intended. That happens - we all bomb sometimes. However, when deciding whether a path is worth taking we should not dismiss it because it might go somewhere bad if it far, far, far more likely to go someplace excellent. And as for the DM getting too attached and forcing players hands - again, that is not part of a good communal story telling experience. If the PCs want to walk from the story elements presented, the DM should be prepared for the possibility and have a [I]positive experience[/I] plan for f the PCs do it. If they hunt wyverns instead of rescuing royalty - great! That opens up new story hooks, right? [/QUOTE]
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