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Roleplaying Games Are Improv Games
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<blockquote data-quote="kenada" data-source="post: 9508126" data-attributes="member: 70468"><p>That’s fair, but I’m having trouble reconciling this with your later take on FKR. You seem to conclude that you need more structure than just relying on you and your group’s experience with and knowledge of the game’s subject. Is what you seek a middle ground between a game that is laser-focused (e.g., AW on the characters’ relationships in a post-apocalyptic world) versus one that is less so (an FKR game set in the Mad Max setting with no specific idea what the characters are about)?</p><p></p><p>As an aside, PbtA is a pretty broad category. Baker has a nice series (“<a href="https://lumpley.games/2023/11/22/what-is-pbta/" target="_blank">What Is PbtA</a>”) on their design that discusses design but also discusses how many things associated with PbtA games are actually just conventions. I’ve been meaning to (re)read it to kickstart my game’s design back into gear. Development has been slow (beyond various musings on our Discord) due to various IRL things (Origins, burnout, <a href="https://github.com/reckenrode" target="_blank">open-source</a> <a href="https://discourse.nixos.org/t/the-darwin-sdks-have-been-updated/55295" target="_blank">work</a>, having a baby, etc).</p><p></p><p>It’s funny, but according to Baker’s definition, I could probably call my game a PbtA game even if it eschews most of the mechanical conventions. The key points in my mind are that it’s heavily influenced by how AW orients the GM role (as support, or what Baker calls MC-style GMing) and “play to find out what happens”.</p><p></p><p></p><p>Ultimately, I think I’m just tired of the jargon in RPG discourse. I think we agree that this flow (of participants working together¹ to advance the game state) is preferable to an adversarial flow that is sometimes advocated. I feel like there is a name for it, but I’ll be damned if I can think of what that would be right now.</p><p></p><p></p><p>It did succeed at provoking. <img class="smilie smilie--emoji" alt="😛" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" title="Face with tongue :stuck_out_tongue:" data-shortname=":stuck_out_tongue:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>I’m including this because it ties into the first part of my response, but I don’t think I have anything further to add to those comments.</p><p></p><p></p><p>How would you describe it in relation to other kinds of gaming (not just FKR)? I have assumed that, e.g., experience playing D&D (even in a highly theatrical game) doesn’t exactly transfer over to pure improv.</p><p></p><p></p><p>Your Events system remind me of Kickers (from Sorcerer) in that if a player wants play to be about something important to them, they can use an event to do that, and the other people are expected to build on and contribute to it.</p><p></p><p>[hr][/hr]</p><p>[1]: I’m defining support somewhat broadly as working together to play the game. That includes characters that don’t work together per se. They may have their own agendas and come into conflict. The point is everyone supports this play together (avoiding what you’ve termed Blocking).</p></blockquote><p></p>
[QUOTE="kenada, post: 9508126, member: 70468"] That’s fair, but I’m having trouble reconciling this with your later take on FKR. You seem to conclude that you need more structure than just relying on you and your group’s experience with and knowledge of the game’s subject. Is what you seek a middle ground between a game that is laser-focused (e.g., AW on the characters’ relationships in a post-apocalyptic world) versus one that is less so (an FKR game set in the Mad Max setting with no specific idea what the characters are about)? As an aside, PbtA is a pretty broad category. Baker has a nice series (“[URL='https://lumpley.games/2023/11/22/what-is-pbta/']What Is PbtA[/URL]”) on their design that discusses design but also discusses how many things associated with PbtA games are actually just conventions. I’ve been meaning to (re)read it to kickstart my game’s design back into gear. Development has been slow (beyond various musings on our Discord) due to various IRL things (Origins, burnout, [URL='https://github.com/reckenrode']open-source[/URL] [URL='https://discourse.nixos.org/t/the-darwin-sdks-have-been-updated/55295']work[/URL], having a baby, etc). It’s funny, but according to Baker’s definition, I could probably call my game a PbtA game even if it eschews most of the mechanical conventions. The key points in my mind are that it’s heavily influenced by how AW orients the GM role (as support, or what Baker calls MC-style GMing) and “play to find out what happens”. Ultimately, I think I’m just tired of the jargon in RPG discourse. I think we agree that this flow (of participants working together¹ to advance the game state) is preferable to an adversarial flow that is sometimes advocated. I feel like there is a name for it, but I’ll be damned if I can think of what that would be right now. It did succeed at provoking. 😛 I’m including this because it ties into the first part of my response, but I don’t think I have anything further to add to those comments. How would you describe it in relation to other kinds of gaming (not just FKR)? I have assumed that, e.g., experience playing D&D (even in a highly theatrical game) doesn’t exactly transfer over to pure improv. Your Events system remind me of Kickers (from Sorcerer) in that if a player wants play to be about something important to them, they can use an event to do that, and the other people are expected to build on and contribute to it. [hr][/hr] [1]: I’m defining support somewhat broadly as working together to play the game. That includes characters that don’t work together per se. They may have their own agendas and come into conflict. The point is everyone supports this play together (avoiding what you’ve termed Blocking). [/QUOTE]
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