But the fact that every moment of a play or a movie is dramatic in the sense of "having the dramatic progression and emotional effect characteristic of a play" doesn't get in the way of it being good drama. And I believe the same is true of an RPG.
Now, of cousre there is room in the world for movies like Empire, but I personally have little interest in watching them. Likewise with my RPGing - I want it to be dramatic in the sense that you quoted and I requoted.
Of course, I also quoted drama as emotional or forceful in effect.
The difference between a play and an RPG, of course, is that most RPG sessions are longer than a play, and most are not one-shots. That is, my group plays for 10-hour sessions, once a week. We're sinking in 40 or more hours a month into our game, which is significantly more than a play.
A play can afford to be fairly dramatic all the way throughout without getting repetitive or old, because it's a couple hours long. One of my sessions, however, is several plays in length, and then, of course, there will be many sessions. I still hold that if every session was dramatic in the way I have quoted, it was lose its meaning over time.
You said this upthread:
This suggested to me you saw roleplaying as being at odds with combat, and that you saw simulation as being something that occurs outside combat. I didn't follow either of these ponts.
Well, you said this:
pemerton said:
And, of course, it remains an open question whether most gamers want drama in their games. The growth of PF relative to 4e suggests that they don't
I was saying that I think this is baseless. As in, you have no basis for which to make this claim, at least not without qualifying it, which you did to some degree, when you mentioned a "play-into-story" style of player play style. Then you mentioned simulationist play and "playing-to-win".
In my reply to Balesir, I was saying that I think "playing-to-win" is decidedly not-unique to PF, and especially not compared to 4e. I would guess both games would have many players who engage in that style. So, now we're just saying some PF players prefer simulationist mechanics. So... okay?
I don't see RPing as being at odds with combat, but I did address the most likely scenario of "playing-to-win" as combat. I went on to state the proportion of combat to engaging the setting, which would be engaging the fiction, which usually leads to more dramatic events then combat. Not that combat doesn't lead there, but often times it leads to less dramatic areas (because my PCs tend to win or successfully retreat).
I think that, in D&D but also in some other fantasy RPGs as well, combat is one important place where roleplaying takes place. And I also think combat is one part of the game where the contrast between simulationist and non-simulationist priorities for play can emerge.
Yeah.
You may. I don't think you're right, though. There are at least two reasons that simulationist mechanics of a purist-for-system variety can get in the way of dramatic play.
It is in order to avoid these problems that games that want to produce a dramatic play experience, but use essentially purist-for-system mechanics - Storyteller, 2nd ed AD&D, etc - have "rules" telling the GM to suspend the action resolution mechanics in the interests of story.
I personally agree with Ron Edwards that this is among the most dysfunctional approach to RPGing possible. The whole purpose of "modern" game design is to design mechanical techniques of play that will produce drama (in the sense you quoted and I requoted) without anyone at the table - either player or, moreso, the GM by using rules-suspending force - having to deliberately try to author it.
Constant or forced drama is less dramatic, in my opinion. The show
24 stops being dramatic to me after the first few hours, especially when some complication happens at the end of each and every hour. To others, of course, they like the drama and each and every show, even if I find it so forced and overdone that I can't see it.
And that's the difference in our approach to drama, I think. The PCs in my game will pursue whatever issue they want, and the world will revolve and throw whatever's appropriate at them. To this end, they will not be able to engage in a single topic or theme consistently,
but that's good for drama. When a topic they are emotionally invested in does crop up, it is dramatic. The players also have their PCs engaged and invested in a number of different topics.
I understand my view on this is different from yours, but I'd find constant and consistent dramatic engagement in a topic to kill the drama of that topic. Perhaps that's where we strongly differ.
4e has a range of mechanics that deal with the first issue I mentioned. The combat mechanics, including the pacing and decision-making that they force, is a significant component of the total suite of such mechanics.
4e relies upon the GM's approach to encounter building to deal with the second issue (it doesn't include player-side elements like Spiritual Attributes or Relationship-based augments, although some Paragon Path powers can push a little bit in this direction). But it gives the GM tools (both mechanical tools and story elements) that make this encounter building very easy compared to other mainstream fantasy RPGs.
Perhaps it's an immersion issue, but obviously forced story or pacing
makes things less dramatic to me. I'll look from the outside, and I'll lose a lot of my investment. I'll think, "this was a cool setup. I like it." I won't
experience it, though. I won't think, "
wow... I have to do something" because of an emotional investment. The deliberate pacing and focus setting up the dramatic moment will lessen the drama.
Maybe it's because it's like fudging to me. Fudging does the same thing. I'll realize what's going on, and I'll be consistently pulled out of the fiction, wondering what's been fudged, if I was forced into this situation, or the like. If the story focus is being manipulated to the point where this happens, and I notice, it definitely dampens drama for me. It's not natural, and it's not as dramatic.
Maybe it differs from TV shows or movies in that I'm playing the game. I don't know. In a film, I have no control over the movie, so I tend to still feel the drama. In an RPG, however, that isn't the case. My focus as a player will be drawn to the forced focus in-game, or the forced engagement of purposefully chosen dramatic elements within the game. That hurts my emotional connection to the game, and, as I've said, dampens the drama.
I think the disconnect is between what we find dramatic, and why we find it dramatic. I don't find
24 or a soap opera dramatic, even though that's definitely where the focus is. At least
24 touches on a few different points of drama each episode, making it more tolerable. However, I just can't find those shows to be dramatic in a "emotionally forceful" sense.
Maybe our mileage has just wildly varied. I find drama to be "drama-less" if it does not carry force or emotional impact. I find consistent engaging of drama to blunt to force of drama, and potentially the emotional impact of it. You might disagree, or maybe you just reject my inclusion of that part of the dictionary (sorry?). But, I spoke to multiple definitions, not just one. As always, play what you like
