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RPGs are ... Role Playing Games
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<blockquote data-quote="Doug McCrae" data-source="post: 5178885" data-attributes="member: 21169"><p>I agree with you, they were just examples. I deliberately chose those specific ones because they're familiar to many and also old school. Personally I think what Gary thought and the way he played is almost completely irrelevant. Everyone who plays rpgs has to find their own way of pretending to be an elf.</p><p></p><p>I fully admit that the story analogy works better for some people's games than for others. For a DM running the Dragonlance modules with strong reference to the novels, it works well. Equally it works for a Forge-y narrativist game, such as Sorcerer. These games, I believe from what I've been told, have a laser-like focus on dramatic decision points such as "Will Elendil the half-elf side with the elves or the humans?" The players' decisions are left open, so the games are not 'forced', they do not restrict the players' significant choices, in the way that a railroaded Dragonlance game would.</p><p></p><p>That said I think that I could look at the prep work for almost any rpg and point to what I could call scenes, plots and (if it was a campaign) story arcs. I appreciate that you find this terminology to be unhelpful in thinking about and describing your games and that you feel I'm stretching the meaning of these terms. I concede that I am using these terms in a broader sense than some do.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5178885, member: 21169"] I agree with you, they were just examples. I deliberately chose those specific ones because they're familiar to many and also old school. Personally I think what Gary thought and the way he played is almost completely irrelevant. Everyone who plays rpgs has to find their own way of pretending to be an elf. I fully admit that the story analogy works better for some people's games than for others. For a DM running the Dragonlance modules with strong reference to the novels, it works well. Equally it works for a Forge-y narrativist game, such as Sorcerer. These games, I believe from what I've been told, have a laser-like focus on dramatic decision points such as "Will Elendil the half-elf side with the elves or the humans?" The players' decisions are left open, so the games are not 'forced', they do not restrict the players' significant choices, in the way that a railroaded Dragonlance game would. That said I think that I could look at the prep work for almost any rpg and point to what I could call scenes, plots and (if it was a campaign) story arcs. I appreciate that you find this terminology to be unhelpful in thinking about and describing your games and that you feel I'm stretching the meaning of these terms. I concede that I am using these terms in a broader sense than some do. [/QUOTE]
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