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<blockquote data-quote="Ariosto" data-source="post: 4995906" data-attributes="member: 80487"><p>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.</p><p></p><p>The whole point of calling something a "story-telling" game is to emphasize that it produces something <em>different from</em> what a traditional RPG produces. If the latter is "story", it's still not the <em>right kind</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>We're talking about two very different domains of <strong>what</strong> the player decides, and <strong>how</strong>, and <strong>why</strong>.</p><p></p><p>If we're not, then we're probably talking not about Bob the Player-Author's decisions but about your "controlling GM". That's not a "story telling game" -- it's just a really bad imitation of an RPG (IMO, YMMV, SRMA, OVWP, BNI).</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4995906, member: 80487"] 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 [I]different from[/I] what a traditional RPG produces. If the latter is "story", it's still not the [I]right kind[/I] 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. 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. 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. We're talking about two very different domains of [B]what[/B] the player decides, and [B]how[/B], and [B]why[/B]. If we're not, then we're probably talking not about Bob the Player-Author's decisions but about your "controlling GM". That's not a "story telling game" -- it's just a really bad imitation of an RPG (IMO, YMMV, SRMA, OVWP, BNI). [/QUOTE]
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