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Storytelling vs Roleplaying
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<blockquote data-quote="Ariosto" data-source="post: 4897573" data-attributes="member: 80487"><p>Yes. It is a matter not just of adversity but of surprise. <em>Discovering</em> what lies over the hill or beyond the door is different from <em>dictating</em> what is there.</p><p></p><p>Likewise, "play-acting" an earnest attempt to accomplish something, when one in fact chooses to make it more difficult for the character (or even decides that the attempt shall fail) -- because it enables one later, as a player of an abstract game, to add a bonus (or even ensure success) -- is a big step out of the role.</p><p></p><p>Adversity then is on another plane, separate from the character-role. It comes in via game limits on one's ability to enforce one's preferred story against the opposition of some other story.</p><p></p><p>When role-playing itself is given a lower priority than adversity, it may be that "authorial control" of the imagined world is trivially acceptable so long as its <em>effects</em> are seen as trivial. "I look for an X" becomes, "I find an X, and our interaction happens this way."</p><p></p><p>When (as seems common among the "GNS" folks), <em>everything</em> is reduced to a question of "narrative control", then role-playing ceases to be the actual means of play. One might end up with a "role-playing themed" game, just as one might dress up one's latest "Euro-style" board or card game as superficially "about" the Battle of Waterloo or farming on Fiji.</p><p></p><p>There's nothing "wrong" with that, to the extent that people have fun playing. A "war-themed" game such as <em>Stratego</em> or <em>Risk</em>, though, is not quite what "wargamers" typically have in mind when they seek a "wargame".</p><p></p><p>The utilitarian purpose of such terminology is to facilitate matching game designs with players likely to appreciate them (and players with like-minded fellow players). Unfortunately, there is no well-intended enterprise that "geek culture" cannot pervert into yet another chance to practice the herd reaction against perceived threats.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4897573, member: 80487"] Yes. It is a matter not just of adversity but of surprise. [i]Discovering[/i] what lies over the hill or beyond the door is different from [i]dictating[/i] what is there. Likewise, "play-acting" an earnest attempt to accomplish something, when one in fact chooses to make it more difficult for the character (or even decides that the attempt shall fail) -- because it enables one later, as a player of an abstract game, to add a bonus (or even ensure success) -- is a big step out of the role. Adversity then is on another plane, separate from the character-role. It comes in via game limits on one's ability to enforce one's preferred story against the opposition of some other story. When role-playing itself is given a lower priority than adversity, it may be that "authorial control" of the imagined world is trivially acceptable so long as its [i]effects[/i] are seen as trivial. "I look for an X" becomes, "I find an X, and our interaction happens this way." When (as seems common among the "GNS" folks), [i]everything[/i] is reduced to a question of "narrative control", then role-playing ceases to be the actual means of play. One might end up with a "role-playing themed" game, just as one might dress up one's latest "Euro-style" board or card game as superficially "about" the Battle of Waterloo or farming on Fiji. There's nothing "wrong" with that, to the extent that people have fun playing. A "war-themed" game such as [i]Stratego[/i] or [i]Risk[/i], though, is not quite what "wargamers" typically have in mind when they seek a "wargame". The utilitarian purpose of such terminology is to facilitate matching game designs with players likely to appreciate them (and players with like-minded fellow players). Unfortunately, there is no well-intended enterprise that "geek culture" cannot pervert into yet another chance to practice the herd reaction against perceived threats. [/QUOTE]
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