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<blockquote data-quote="Ariosto" data-source="post: 4996901" data-attributes="member: 80487"><p>Need a hand moving those goal posts?</p><p></p><p>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?</p><p></p><p>Seems to me there are, and it entails someone getting to say, "This is what happens". Sure, that someone <em>could</em> 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 <em>choose</em> what happens based on some <em>preference</em>.</p><p></p><p> 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) <em>is not</em> simultaneously defines the border of the domain of what The Story <em>is</em>. The point of making that directly my choice is the assumption that I <em>have</em> 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.</p><p></p><p>The enemy was too powerful, so the PCs were captured: "The dice have spoken; they rolled critical hits and y'all rolled fumbles."</p><p></p><p>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!"</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4996901, member: 80487"] 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 [I]could[/I] 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 [I]choose[/I] what happens based on some [I]preference[/I]. 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) [I]is not[/I] simultaneously defines the border of the domain of what The Story [I]is[/I]. The point of making that directly my choice is the assumption that I [I]have[/I] 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. 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!" [/QUOTE]
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