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Roleplaying Games Are Improv Games
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<blockquote data-quote="Luther Malevolent" data-source="post: 9508242" data-attributes="member: 7047964"><p>Here my big picture take on the subject for what it’s worth.</p><p></p><p>The idea that rpg’s are at their core improv games shouldn't be seen as a revelation. The players don’t have a script, the gm at best has a sort of outline for how the game is going to go, they each add to the game and twist its course in new and interesting directions. There’s no real win conditions, the game can continue or end whenever you decide to or when you run out of time.</p><p>There’s tons of making it up as you go and varying degrees of structure built around it.</p><p></p><p>I recently came across a blogpost <a href="https://spoutinglore.blogspot.com/2020/04/my-recipe-for-starting-adventures.html" target="_blank">Here</a>, that gets into what that structure is all about. It’s talking in terms of setting up a Dungeon World game but I think you can see how it extrapolates to bigger things like what game mechanics are for or even our shared idea of what the game is about and what our characters are doing. This quote is the heart of it to me.</p><p></p><p></p><p></p><p>So things like rules can be that creative edge, a GM’s prep is the same thing.</p><p></p><p>Different people find different edges more or less useful and/or restrictive. Some people’s input or the rules in use can become hard and inflexible which isn’t great to work with. Others need those edges to build on.</p></blockquote><p></p>
[QUOTE="Luther Malevolent, post: 9508242, member: 7047964"] Here my big picture take on the subject for what it’s worth. The idea that rpg’s are at their core improv games shouldn't be seen as a revelation. The players don’t have a script, the gm at best has a sort of outline for how the game is going to go, they each add to the game and twist its course in new and interesting directions. There’s no real win conditions, the game can continue or end whenever you decide to or when you run out of time. There’s tons of making it up as you go and varying degrees of structure built around it. I recently came across a blogpost [URL='https://spoutinglore.blogspot.com/2020/04/my-recipe-for-starting-adventures.html']Here[/URL], that gets into what that structure is all about. It’s talking in terms of setting up a Dungeon World game but I think you can see how it extrapolates to bigger things like what game mechanics are for or even our shared idea of what the game is about and what our characters are doing. This quote is the heart of it to me. So things like rules can be that creative edge, a GM’s prep is the same thing. Different people find different edges more or less useful and/or restrictive. Some people’s input or the rules in use can become hard and inflexible which isn’t great to work with. Others need those edges to build on. [/QUOTE]
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