Barastrondo
First Post
Simply role-playing does that just fine! It worked in the "Braunsteins", and it worked in Blackmoor, and it's just as effective playing LBB D&D today. There's not a bit of warrant there for any puffery about "a ground-breaking new experience" that "gives you unparalleled story-telling options" or yadda yadda.
The whole point of calling something a "story-telling" game is to emphasize that it produces something different from what a traditional RPG produces. If the latter is "story", it's still not the right kind of Story. It certainly won't pass muster with Forge-y folks, and a lot of Rpg.net will at the very least make some ado about fetching out their scented handkerchiefs.
Can I ask what sort of threads at RPG.net bear this out? I go there a lot. What you're describing... does not really match my experience with the place. I've never seen a thread there where anyone connected a story game with the idea that the ending is predetermined.
(Also, "scented handkerchiefs?" Though I respect the Eric's Grandma policy, let's be honest, this is a place with a grandma policy, and RPG.net is the birthplace of Kill**** Soul****er. Those guys are really not like what you think they might be like.)
I'm really not trying to be incendiary here. It's just that what you're describing looks very much like the stereotype born of lack of experience, and not like my own experiences. If there's some actual meat behind the stereotype, I'm curious what games or threads reinforce it. It's sort of like saying "All old-school D&D takes place entirely in the dungeon"; there are plenty of threads and games out there that prove otherwise, and not much that proves the stereotype true, so if someone was saying "all old-school D&D takes place entirely in the dungeon," I'd kind of want to see what founded that person's opinion as well. Otherwise it just looks like repeating misinformation, and how does that do the hobby any good?
To the extent that you define "not S", you are (literally by definition!) defining "S". It's like carving a sculpture: just start with a piece of rock, and chip away whatever doesn't look like a sculpture.
Who defines storytelling games as "not roleplaying games"? I don't. I think it's pretty obvious they're just a specialized subset, and "not a particular approach to roleplaying games." Again, I'd be a lot more comfortable with this claim if you'd point me to where you've seen it in actual play. (Preferably by people who aren't biased against story games or RPG.net/Forge culture, if you would; while I'm sure they're lovely people, their descriptions of "what goes on over there" tend to be subjective, and frequently inaccurate.)
That extent certainly does not have to be (and indeed should not be, for anything resembling a game) anywhere near as complete and particular as, say, "The Tower of the Elephant" in published form. It does need to be concrete enough to warrant the distinction from the "stuff happens" product of less literary games, or else what is the point? "It's way better because it's just the same" is very silly.
What about "It provides a different experience?" I think that'd be reason enough to provide a new term to describe the new set of goals and how you reach them. Using words like "totally" is hyperbole, yes, but hey, marketing. I can't think of the number of fantasy settings I've seen that drew on hyperbole to stress some pretty minimal differences, regardless of RPG/story game "divide."
We're talking about two very different domains of what the player decides, and how, and why.
Yes, but the player is Bob. Describing it as "Conan thinks of himself as a fictional character" is misrepresenting the authorial decision. Bob thinks of Conan as a fictional character, and makes the decisions. Conan still doesn't, but he obeys Bob's decisions even if Bob's deciding that he wants to tell a story in Stygia and therefore Conan will develop a reason to go there instead of acting on an existing reason. That reason Conan develops will be in-character still.