And if a designer claims to have designed a storytelling game, then he's darned well designed a storytelling game.MoogleEmpMog said:If one person on a thread thinks he's playing an RPG, he's goddamn playing an RPG. Simple as that.
And if a designer claims to have designed a storytelling game, then he's darned well designed a storytelling game.MoogleEmpMog said:If one person on a thread thinks he's playing an RPG, he's goddamn playing an RPG. Simple as that.
Question: If an OD&D GM asks for character backgrounds, even brief ones, and uses that information to flesh out his world, is the group no longer playing RPGs, according to your definitions?
What about a wizard casting a Wish spell?
If a player makes a suggestion as to what's beyond the hill and the GM takes it, are they still playing roleplaying games? If so, what is the functional difference between this an a system of points that the player can use to define things about the setting, with GM veto (as nearly all games that use these mechanics support)?
Here's another one. I commonly use the Luck roll as a form of metagame mechanic. Player asks if there's a crowbar in the ol' toolshed. Roll luck and there is, fail and there isn't. Are you going to claim that Call of Cthulhu isn't a roleplaying game?
Would you be willing to consider less offensive terminology? I agree with Obryn that saying your style is REAL roleplaying and other people's ways are something else is inherently offensive. I'll accept 'story-game' as a subcategory of Roleplaying Game, but not a seperate category. I don't feel when I play Buffy instead of Call of Cthulhu that I'm taking part in a totally different hobby. What would you call games without metagame mechanics?
Like Hussar says, player power extending beyond the PC doesn't necessarily have anything to do with storytelling.I do believe that once the game master and the players begin to share the responsibilities of world editing the roles of both the player and GM blur to a point eventually making a GM just another player.
That's not precisely a claim I've seen him make so far.Like Hussar says, player power extending beyond the PC doesn't necessarily have anything to do with storytelling.
Jeffs Gameblog: I got your threefold model right here, buddy!Those decisions, that power, have nothing to do with story though. It's gamist player power, not narrativist.
And this is where I would make the distinction: in a storytelling game, there is no need for a player to play just one character at a game session. However, if the activity is both a storytelling game AND a roleplaying game, then the player should (must?) have a character to roleplay. As mentioned in the actor/scriptwriter analogy, it is a matter of playing two distinct roles related to the same activity.If the role of storyteller/editor is distributed among the group then there really isn't a need for a player to play just one character at a game session. The DM and players can just share the actions of all the characters and contribute to the story where appropriate.
I don't think that would go over very well with some players. Part of the appeal of roleplaying is identifying with a character, making it your own, and playing that role on a semi-continual basis. Without a sense of ownership of that character the energy and interest in playing that character just wouldn't be there.
There are some grey areas, though. Who has control over the PC's friends and family? How free is the DM to introduce elements that essentially contradict the PC's background by saying that the PC only knows part of the story? (E.g. "You thought you were an only child, but you actually have two half-orc half-brothers.") How free is the player to add elements to his background after the campaign begins, or add flavor elements to the game? (E.g. "Quillain orders the vegetable stew instead of the roast beef. The elven druids of his order do not eat meat during the winter solstice.")The players have good cause to complain when the DM tries to control/make decisions for thier characters. A DM should never do this.
The DM does not have a character to identify with. The world apart from the PC's is the DM's "character". Is it really fair to say that the players have a right to jump in and make decisions for the DM's "character" but take offense if the DM does likewise?
I have to admit, Jeff's theories make a lot of sense.
That definition excludes Gygaxian D&D. The player doesn't adopt the persona of another. His goal is to win against the challenges the DM presents, using all his own mental resources and abilities.
Daily powers I see as being rather anti-story. Fights in fiction have a rhythm to them, they build to a climax in which the hero is in terrible peril until he wins with his biggest baddest uber-move, not an at will power. 4e's daily powers otoh tend to be used at the start of a fight for gamist reasons as they are more effective then.
4e boss fight: BOOM!!! Boom!! Boom!
Fictional fight: Boom! Boom!! BOOM!!!
EDIT: It's true the players have the power to make the fight feel more like a fictional one. Imo they probably won't though due to the competing pressures of gamism.
That's not precisely a claim I've seen him make so far.
The writing's on the wall, though.
I propose "role-identification" as a replacement for what "role-playing" formerly meant.
"Game mastering" might serve for "storytelling" in the context at hand.