Storytelling Games

I can certainly agree that this would make conversation about pets difficult, but I disagree that it would be offensive, per se. Well, it would be more offensive in the annoying "What is this guy on, and why do I keep talking to him?" kind of way, rather than in the "Did this guy just violate the Eric's Grandmother rule?" kind of way. I think.
I think you're replying to me and not maddman, but that's okay. :)

Offensive is a strong word, sure. Annoying, at least. Condescending, definitely, in the assertion that he is more aware of what my group and I are doing than we are, ourselves. Exclusionary, too, when you consider we are posting about our games on an RPG messageboard - if it's not an RPG, then we're posting in the wrong place.

-O
 

log in or register to remove this ad

Barastrondo said:
I've never seen a thread there where anyone connected a story game with the idea that the ending is predetermined.
I have not connected a story game with the idea that the ending is predetermined. You seem to keep "reading between the lines" one thing after another pulled out of your stock of prejudices and then arbitrarily attributing it to me -- rather than engaging what I have actually written.

To err is human, but how about starting by giving me the benefit of the doubt that if in fact I had meant to say that a story-telling game has a predetermined ending, then I would have written, "A story-telling game has a predetermined ending," if not in so many words then at least in some form involving "predetermined" and "ending" or synonyms.
 
Last edited:

I have not connected a story game with the idea that the ending is predetermined. You seem to keep "reading between the lines" one thing after another pulled out of your stock of prejudices and then arbitrarily attributing it to me -- rather than engaging what I have actually written.

I really don't want to do that. Here, let me drag up the quote that got me into this discussion in the first place.

Likewise, if the characters lose a fight and are captured, then it is not because the enemy was too powerful. The enemy was too powerful because the characters were meant to be captured.

in reference to defining a story game, you didn't mean that the scene of "the players encounter an enemy" had a preset-ending, then: the players get captured, yes? I'll admit that's what I got out of it: presentation of a story game as something where you play through the scene of the fight with only one ending in mind.

I think there are some story games where you might start with a predetermined ending and then play backwards, kind of the Memento experience, but most of them do tend to have dramatic plot points like "the players get captured" more as the start to an actual played-through scene. Was that what you meant? I apologize for quite misreading you if that's the case.
 

Barastrondo said:
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.
The problem addressed above is critical: You cannot discuss what I am describing when you ignore the description. It is born, as I specified, from my first-hand experience of conceiving a new game form in the 1980s -- with no example at hand, much less a stereotype. (Not that there were no prior works in the field; I just happened not to be acquainted with any.)

If you think it has nothing to do with The Pool, Risus, FATE, etc. -- or, as examples of the problem in practice, with Tracy Hickman's designs to force and "fudge" RPG mechanisms into story-telling ones -- then you are off the same page and in another world.

Who defines storytelling games as "not roleplaying games"?
What on earth has that to do with the passage from which you drew a quote? Nothing!

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.
Yes indeed, no disagreement there! Yet again, you seem to be responding to posts in some alternate universe. If "it's just the same", then it is not "different".

Yes, but the player is Bob.
No, the player actually is Laura; she's just playing the role (in a purely functional sense) of Bob**. She is thereby not playing the role of Conan, or at least the phrase "playing the role of Conan" has taken on a different meaning.

That is either "a different" experience or "the same" experience. It is unclear to me just which you're arguing for, or against, or even about.

**Bob can't play, because he blew his mind out in a car in 1936.
 
Last edited:

in reference to defining a story game, you didn't mean that the scene of "the players encounter an enemy" had a preset-ending, then: the players get captured, yes?
Need a hand moving those goal posts?

Let's double check, here: Are there games that people speak of as involving "narrative control" or "authorial power" or something like that? And what does it entail?

Seems to me there are, and it entails someone getting to say, "This is what happens". Sure, that someone could just roll a die to determine which outcome to apply -- but then why not just do that in the first place? Why lay on all the chrome that determines who gets to do the job? A simple, sensible answer is that the person in question is expected to choose what happens based on some preference.

me said:
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.
This is the process of "Story definition" in the game. When I exclude, for instance, "Assassin X kills John Doe now," that definition of what The Story (in my mind) is not simultaneously defines the border of the domain of what The Story is. The point of making that directly my choice is the assumption that I have some such preferred conception in the first place. If not, then give me that old time RPG in which "stuff happens" without my needing to manage any more than my character.

If the characters lose a fight and are captured, then it is not because the enemy was too powerful. The enemy was too powerful because the characters were meant to be captured.
The enemy was too powerful, so the PCs were captured: "The dice have spoken; they rolled critical hits and y'all rolled fumbles."

The characters were meant to be captured, so the enemy was too powerful: "Well, duh; if I wanted to narrate something else then I would have narrated something else!"
 
Last edited:

maddman75 said:
Okay, exactly what games are you talked about? I play a lot of indie stuff and tend toward the narrative side of things, and this does not bear true to me.
That there's a distinction of "the right kind of Story"?
maddman75 said:
The point of trying to make the story resulting from play into a good story is that it make the game more fun.
Than a game producing the "not-good" kind of story.

Right.
 

The vast majority of the ones discussed do or can include some roleplaying as a component certainly, just as a football game will include some drinking of gatorade. Do we refer to these events as gatorade tasting events that by chance involve a football game?

Do we really need to go back to discussing the greatest rpg ever:
Hungry Hungry Hippos? :uhoh:

I've already expressed my willingness to exclude Capes, The Baron Munchausen Roleplaying Game, and certain kinds of storytelling scenarios from the category of RPGs. If you think I'm too inclusive, you might be taking things a bit far.
 


Storytelling games. The story isn't over until the players decide it is.
That's obviously not the case, though. Probably the quintessential example of a storytelling game that no one would call an RPG is Once Upon a Time, which does feature a specific victory condition: clear out all the cards in your hand by bringing into play the elements printed on them (such as "Swallowed Whole" or "Shepherdess"), so that you can then go on to finish the story with the ending randomly dealt to you in the beginning (such as "Every year she put cherry blossoms on the graves of her children" or "Which proves that one should always be more careful of one's companions").
 

Need a hand moving those goal posts?

Just clarification, please. A preset ending to a scene is a logical jump to a preset ending to a game. If you didn't mean the former, I owe you a particularly heartfelt apology.

Let's double check, here: Are there games that people speak of as involving "narrative control" or "authorial power" or something like that? And what does it entail?

Seems to me there are, and it entails someone getting to say, "This is what happens". Sure, that someone could just roll a die to determine which outcome to apply -- but then why not just do that in the first place? Why lay on all the chrome that determines who gets to do the job? A simple, sensible answer is that the person in question is expected to choose what happens based on some preference.

That would make sense. I think most games aren't quite that simple, though; at least those with rulesets. There is usually some sort of resolution mechanic in play. A good example would be some sort of resource like, let's call them "Drama Points" that you can expend to change one particular outcome. Players bid from their pools to see just what will happen, or whose preference will come out on top. And often there are mechanics to twist or alter that preference, so you throw in a dramatic rider. If one person gets to determine "He gets away with the loot," another mechanic adds a "but" to it, like "but in the process he left something he values at the scene."

This is the process of "Story definition" in the game. When I exclude, for instance, "Assassin X kills John Doe now," that definition of what The Story (in my mind) is not simultaneously defines the border of the domain of what The Story is. The point of making that directly my choice is the assumption that I have some such preferred conception in the first place. If not, then give me that old time RPG in which "stuff happens" without my needing to manage any more than my character.

Sure. I believe in the case of most story games, you may or may not have a preferred conception from the beginning of the scene, as the scene is expected to evolve. Plus also, scenes and stories evolve like potluck dinners, as each player adds new complications and such.

The enemy was too powerful, so the PCs were captured: "The dice have spoken; they rolled critical hits and y'all rolled fumbles."

The characters were meant to be captured, so the enemy was too powerful: "Well, duh; if I wanted to narrate something else then I would have narrated something else!"

And presumably the mechanical part played out sufficiently that you were able to pull off that narration.

I really am not trying to be your dogged opponent here. I'm really just trying to elaborate more on what the "game" part of story game might entail. For instance, I don't think that most people go into an average scene knowing the specifics of how it ends. They may apply solid narrative control to the beginning of a scene, but that's somewhat different.

If I seem a bit persistent here, it's because the idea that an average scene in a story game is predestined to end in a certain way implies a certain level of futility. Most story games are faced with that problem, and work to solve it in interesting ways (you may know the basics of an ending, but the devil is in the shifting consequences, or you don't know how a scene ends but you know a lot about how it begins). It's kind of a negative thing, and some (not you) have maintained that story games must be futile because of the presence of narrative influence or control.

I apologize for reading that implication of futility into your original post; I can only hope you can see how someone else, bereft of vocal tone or facial expression, could have gotten that reading.
 

Pets & Sidekicks

Remove ads

Top