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Story Now, Skilled Play, and Elephants
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<blockquote data-quote="pemerton" data-source="post: 8305033" data-attributes="member: 42582"><p>I think an interesting variant (not sure that's the right word?) on what you say here is an approach that I associated with Prince Valiant, Marvel Heroic RP and The Green Knight (in each case, I mean <em>as published</em>).</p><p></p><p>The prep consists in establishing a group of scenes. Each scene has a fairly hard starting point established in advance. Each scene is open-ended in how it resolves, and that resolution will reveal something about the values/orientation-to-theme/development/etc of the PCs. The amount of narrative follow-through from scene to scene - other than the consequences for the PCs - is modest. This is what enables the scenes to be prepped in advance without having to dictate a resolution.</p><p></p><p>The final scene is generally a climax that resolves whatever conflict/question was kicked off in the first scene. Relative to this climax the preceding scenes are primarily colour (not exclusively, given (i) consequences for PCs, and (ii) the possibility of modest narrative follow-through).</p><p></p><p>There are also hints of this approach in Agon 2nd ed, though the specification of the scenes is less and this is (at least in part) to make room for a greater degree of narrative follow-through from scene to scene.</p><p></p><p>I think the effect of this sort of approach is to give "the story" a somewhat dreamlike quality. It's kind-of the opposite to the feel of a Mission Impossible or similar adventure where everything turns out to have been connected to, or be a foreshadowing for, something else. I think it also sits on an interesting cusp between player protagonism and railroading.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8305033, member: 42582"] I think an interesting variant (not sure that's the right word?) on what you say here is an approach that I associated with Prince Valiant, Marvel Heroic RP and The Green Knight (in each case, I mean [i]as published[/i]). The prep consists in establishing a group of scenes. Each scene has a fairly hard starting point established in advance. Each scene is open-ended in how it resolves, and that resolution will reveal something about the values/orientation-to-theme/development/etc of the PCs. The amount of narrative follow-through from scene to scene - other than the consequences for the PCs - is modest. This is what enables the scenes to be prepped in advance without having to dictate a resolution. The final scene is generally a climax that resolves whatever conflict/question was kicked off in the first scene. Relative to this climax the preceding scenes are primarily colour (not exclusively, given (i) consequences for PCs, and (ii) the possibility of modest narrative follow-through). There are also hints of this approach in Agon 2nd ed, though the specification of the scenes is less and this is (at least in part) to make room for a greater degree of narrative follow-through from scene to scene. I think the effect of this sort of approach is to give "the story" a somewhat dreamlike quality. It's kind-of the opposite to the feel of a Mission Impossible or similar adventure where everything turns out to have been connected to, or be a foreshadowing for, something else. I think it also sits on an interesting cusp between player protagonism and railroading. [/QUOTE]
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