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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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.
Community
General Tabletop Discussion
*TTRPGs General
Roleplaying Games Are Improv Games
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: 9509889" data-attributes="member: 42582"><p>This seems to be a non-sequitur: from the fact that <em>interaction</em> is a necessary condition of something being a game, it does not follow that it is a <em>sufficient</em> condition. </p><p></p><p>This seems to be using "story" in a very loose sense, of something like "tension" and "release" occurring over the course of a series of connected and intentionally-driven events.</p><p></p><p>There are other ways of thinking about <em>story</em> which can be relevant to RPGers, but which don't entail that all games are story generators.</p><p></p><p>The reason that RPGs present an open-ended possibility space is because (i) players have a fictional position, which both shapes what moves they can make and matters to the resolution of those moves, and (ii) a fiction is inherently open-ended.</p><p></p><p>I don't think that RPGing needs to involve "improv" in any sense beyond this. I mean it might, of course, in some particular game; but the bear minimum is simply the salience to play of the fiction, as per my (i) and (ii).</p><p></p><p>There a range of approaches to establishing a "story spine" for a RPG session. Many have little connection to "improv" because they rely heavily on prep. And prep - establishing stuff ahead of time - is not improv.</p><p></p><p>I don't really see how agreeing on a premise - be that a genre premise, a situation premise, a thematic premise, or whatever - is <em>railroading</em>. Or blocking.</p><p></p><p>Nor do I see what that has to do with PbtA or "writers' room". If, when playing Apocalypse World or Dungeon World, you're having the experience that you describe, then I think something is going wrong in your application of the procedures of play. Because those rules are pretty clear about who is obliged to say stuff when, and what the parameters are that govern what they are allowed to say.</p><p></p><p>As far as the mechanical "G" part of AW: it's about rolling 2d6, adding a small integer to it, and then following the resulting instruction. That's not meant to be especially fun in itself. Like other RPGs that use this sort of resolution (eg Classic Traveller), the fun is in the shared fiction - imagining it, experiencing it, creating it.</p><p></p><p>The rules of a RPG are there to tell us who is supposed to say stuff, and when they're supposed to say it, and what the parameters are for the stuff that they say. The rules can prescribe all this very narrowly (eg rolling a result on a RM crit table) or very loosely (eg the rules of Apocalypse World telling the GM to make a soft move by looking to their fronts). But the basic purpose of the rules is pretty clear and well known.</p><p></p><p>I don't need to adopt the strange notion that the game is a player of itself, in order to understand that there are different ways of RPGing, and different approaches, and that the game experience will vary with these, and that if I'm going to join a game it's helpful to know what the approach and hence experience might be.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9509889, member: 42582"] This seems to be a non-sequitur: from the fact that [I]interaction[/I] is a necessary condition of something being a game, it does not follow that it is a [I]sufficient[/I] condition. This seems to be using "story" in a very loose sense, of something like "tension" and "release" occurring over the course of a series of connected and intentionally-driven events. There are other ways of thinking about [I]story[/I] which can be relevant to RPGers, but which don't entail that all games are story generators. The reason that RPGs present an open-ended possibility space is because (i) players have a fictional position, which both shapes what moves they can make and matters to the resolution of those moves, and (ii) a fiction is inherently open-ended. I don't think that RPGing needs to involve "improv" in any sense beyond this. I mean it might, of course, in some particular game; but the bear minimum is simply the salience to play of the fiction, as per my (i) and (ii). There a range of approaches to establishing a "story spine" for a RPG session. Many have little connection to "improv" because they rely heavily on prep. And prep - establishing stuff ahead of time - is not improv. I don't really see how agreeing on a premise - be that a genre premise, a situation premise, a thematic premise, or whatever - is [I]railroading[/I]. Or blocking. Nor do I see what that has to do with PbtA or "writers' room". If, when playing Apocalypse World or Dungeon World, you're having the experience that you describe, then I think something is going wrong in your application of the procedures of play. Because those rules are pretty clear about who is obliged to say stuff when, and what the parameters are that govern what they are allowed to say. As far as the mechanical "G" part of AW: it's about rolling 2d6, adding a small integer to it, and then following the resulting instruction. That's not meant to be especially fun in itself. Like other RPGs that use this sort of resolution (eg Classic Traveller), the fun is in the shared fiction - imagining it, experiencing it, creating it. The rules of a RPG are there to tell us who is supposed to say stuff, and when they're supposed to say it, and what the parameters are for the stuff that they say. The rules can prescribe all this very narrowly (eg rolling a result on a RM crit table) or very loosely (eg the rules of Apocalypse World telling the GM to make a soft move by looking to their fronts). But the basic purpose of the rules is pretty clear and well known. I don't need to adopt the strange notion that the game is a player of itself, in order to understand that there are different ways of RPGing, and different approaches, and that the game experience will vary with these, and that if I'm going to join a game it's helpful to know what the approach and hence experience might be. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Roleplaying Games Are Improv Games
Top