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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="gizmo33" data-source="post: 3699272" data-attributes="member: 30001"><p>Well look - since you're typing the word "no" more than once I realize there's an emotional issue here and I'll try to be sensitive and understand what you're saying. But I've always had a difficult time in sorting out what "story tellers" say about gaming, and at times the statements seem to flat-out contradict each other.</p><p></p><p>Once you want to "guide" events in a certain pattern, then you're railroading. I really think it's as simple as that. Sure, there are degrees. For example, you might have expect a BBEG to escape the final battle, and instead he gets killed. Either way, you construct telling about the events in such a way that it seems like a climax. You respected the results of the dice, and made a story of them. So that's story telling but it's still a game, right?</p><p></p><p>Well, maybe not. The problem IMO is that the examples don't always work out so nicely. The DM is still oriented towards engineering results in such a way as to produce a desired result. So what if his skills enable him to work with a random set of events - the desire for a certain outcome is enough, IMO, to lead to a situation where, because of fatigue, lack of ideas, or mistake, the DM is going to step outside of the role of adjudicator of events and instead become a determiner of events in a way that excludes the random chance and player choice that is a fundemental part of the RAW. </p><p></p><p>Having your heart set on a certain outcome, whether it's generally defined (ex. intro-coda thing) or specifically (the BBEG will escape) puts the DM into a similar box - it's just a matter of degree, and a matter of time until the DM starts fudging. It's a matter of orienting the DM into thinking that he has to produce a result according to a certain pattern - in a way that exceeds the capabilities of the tools that he has to work with.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3699272, member: 30001"] Well look - since you're typing the word "no" more than once I realize there's an emotional issue here and I'll try to be sensitive and understand what you're saying. But I've always had a difficult time in sorting out what "story tellers" say about gaming, and at times the statements seem to flat-out contradict each other. Once you want to "guide" events in a certain pattern, then you're railroading. I really think it's as simple as that. Sure, there are degrees. For example, you might have expect a BBEG to escape the final battle, and instead he gets killed. Either way, you construct telling about the events in such a way that it seems like a climax. You respected the results of the dice, and made a story of them. So that's story telling but it's still a game, right? Well, maybe not. The problem IMO is that the examples don't always work out so nicely. The DM is still oriented towards engineering results in such a way as to produce a desired result. So what if his skills enable him to work with a random set of events - the desire for a certain outcome is enough, IMO, to lead to a situation where, because of fatigue, lack of ideas, or mistake, the DM is going to step outside of the role of adjudicator of events and instead become a determiner of events in a way that excludes the random chance and player choice that is a fundemental part of the RAW. Having your heart set on a certain outcome, whether it's generally defined (ex. intro-coda thing) or specifically (the BBEG will escape) puts the DM into a similar box - it's just a matter of degree, and a matter of time until the DM starts fudging. It's a matter of orienting the DM into thinking that he has to produce a result according to a certain pattern - in a way that exceeds the capabilities of the tools that he has to work with. [/QUOTE]
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