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Should the DM roll in the open?
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<blockquote data-quote="DEFCON 1" data-source="post: 9542043" data-attributes="member: 7006"><p>Then a question you would have to ask yourself in relation to <em>Fiasco</em> is "Does working together with players to tell a cohesive story?" count as a challenge to overcome... with the goal being to create a narrative roleplay experience in the style of a Coen Brothers movie (the standard story style that <em>Fiasco</em> attempts to recreate)?</p><p></p><p>If we were to look at typical game metrics one might use to determine the "gaminess" of something... one could be "Are there winners and losers?"-- to which the answer in <em>Fiasco</em> is that most certainly most characters will "lose" in that they won't get what they want narratively (their big score will go wrong, they'll get arrested, they'll get killed etc.)... with maybe only one or two characters getting what they want in the story (and thus being considered the "winners" in this narrative.)</p><p></p><p>Another metric might be "Is there a randomized element players need to react to?" to which the answer is Yes and No-- there's no random element during play that shows up for <em>all</em> players to react to all at once (like a die roll or a card draw would be)... but rather like in all improv (or a DM talking to players), <em>one</em> person says something during the roleplay scene that is unknown to everyone else (and thus random from their perspective) and then they all have to react to that in character.</p><p></p><p>If there are other metrics one might have to determine whether something is a "game" or not... that's up for them to decide and they determine whether something like <em>Fiasco</em> fits (or <em>Ten Candles</em> or many other of the typical Indy RPGs out there right now).</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9542043, member: 7006"] Then a question you would have to ask yourself in relation to [I]Fiasco[/I] is "Does working together with players to tell a cohesive story?" count as a challenge to overcome... with the goal being to create a narrative roleplay experience in the style of a Coen Brothers movie (the standard story style that [I]Fiasco[/I] attempts to recreate)? If we were to look at typical game metrics one might use to determine the "gaminess" of something... one could be "Are there winners and losers?"-- to which the answer in [I]Fiasco[/I] is that most certainly most characters will "lose" in that they won't get what they want narratively (their big score will go wrong, they'll get arrested, they'll get killed etc.)... with maybe only one or two characters getting what they want in the story (and thus being considered the "winners" in this narrative.) Another metric might be "Is there a randomized element players need to react to?" to which the answer is Yes and No-- there's no random element during play that shows up for [I]all[/I] players to react to all at once (like a die roll or a card draw would be)... but rather like in all improv (or a DM talking to players), [I]one[/I] person says something during the roleplay scene that is unknown to everyone else (and thus random from their perspective) and then they all have to react to that in character. If there are other metrics one might have to determine whether something is a "game" or not... that's up for them to decide and they determine whether something like [I]Fiasco[/I] fits (or [I]Ten Candles[/I] or many other of the typical Indy RPGs out there right now). [/QUOTE]
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