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<blockquote data-quote="Desdichado" data-source="post: 5178588" data-attributes="member: 2205"><p>:shrug: I've read plenty of novels that had chapters end of cliffhangers routinely. In fact, it's even a suggested technique for writers of thrillers.</p><p></p><p>That's neither here nor there, though: you said that your game can't be divided up into discrete units. Unless you've got some kind of Pbp continuous play paradigm, I think that's clearly false: a session is a discrete unit. And if so, then taking exception to likening a session to a chapter is just semantics.</p><p></p><p>It almost seems as if you're picking a needlessly constrained interpretation of the word for no reason other than to demonstrate how sandboxy your game is. If you have a keyed location, it's a scene. You've got a setting, you've got things that could happen, and things for the PCs to interact with. The end effect of this is that it's a scene. I can't think of any compelling reason to insist that it isn't a scene, other than that you take exception to the artsy-fartsy Thespianism or something implied in that choice of word.</p><p></p><p>Again with the needlessly constrained interpretation! Why does a story arc have to be have a targeted endpoint? According to who? Again, it feels as if you're rejecting the terminology just because it came from fiction rather than because it doesn't accurately describe what happens in game.</p><p></p><p>There's a reason that people use terminology from film, TV, stage, and novel-writing to apply to their RPGs. Because they're essentially <em>the same things.</em> When we've got waterfowl that quack and flap, and water runs off their backs, why wouldn't we call them ducks? And if we do, why do the usual suspects have to show up and argue that, no, in reality they must be mutant albino penguins, because ducks and RPGs just do. not. mix.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 5178588, member: 2205"] :shrug: I've read plenty of novels that had chapters end of cliffhangers routinely. In fact, it's even a suggested technique for writers of thrillers. That's neither here nor there, though: you said that your game can't be divided up into discrete units. Unless you've got some kind of Pbp continuous play paradigm, I think that's clearly false: a session is a discrete unit. And if so, then taking exception to likening a session to a chapter is just semantics. It almost seems as if you're picking a needlessly constrained interpretation of the word for no reason other than to demonstrate how sandboxy your game is. If you have a keyed location, it's a scene. You've got a setting, you've got things that could happen, and things for the PCs to interact with. The end effect of this is that it's a scene. I can't think of any compelling reason to insist that it isn't a scene, other than that you take exception to the artsy-fartsy Thespianism or something implied in that choice of word. Again with the needlessly constrained interpretation! Why does a story arc have to be have a targeted endpoint? According to who? Again, it feels as if you're rejecting the terminology just because it came from fiction rather than because it doesn't accurately describe what happens in game. There's a reason that people use terminology from film, TV, stage, and novel-writing to apply to their RPGs. Because they're essentially [I]the same things.[/I] When we've got waterfowl that quack and flap, and water runs off their backs, why wouldn't we call them ducks? And if we do, why do the usual suspects have to show up and argue that, no, in reality they must be mutant albino penguins, because ducks and RPGs just do. not. mix. [/QUOTE]
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