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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8626280" data-attributes="member: 42582"><p>And?</p><p></p><p>Ovinomancer said that "story now" is not <em>about</em> emergent story. You can't rebut that claim by pointing out that a story may emerge from the play. Because the claim concerned what the play of the game is <em>about</em>.</p><p></p><p>Here's how <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">Edwards defines "story"</a>: <em>an imaginary series of events which includes at least one protagonist, at least one conflict, and events which may be construed as a resolution of the conflict.</em></p><p></p><p>Story now play, therefore, is about having this sort of thing occurring <em>here and now</em> via the play of the game <em>by all participants</em>. At it's most basic, the player establishes the dramatic needs of the character (which may be internal, or may be driven by the setting); the GM frames a scene that puts those needs under pressure; the player declares an action for their PC; the action resolution mechanics resolve the action, with the upshot either being a defusing, or an escalation, of the conflict. Well-designed mechanics for this sort of play will reliably produce a "rhythm" or pacing of success and failure, so as to get a pattern of increased stakes, and then partial resolution, that roughly reflects the rising action and then resolution in other storytelling forms.</p><p></p><p>Whether what emerges from the play of a story now game is a story, or not, is secondary. What the play is about is those moments of conflict in which the protagonist must struggle in some fashion to achieve their dramatic need, <em>with the upshot, and the possibility of failure or success, being <u>open</u> at the time the scene is framed, and the action declared</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8626280, member: 42582"] And? Ovinomancer said that "story now" is not [i]about[/i] emergent story. You can't rebut that claim by pointing out that a story may emerge from the play. Because the claim concerned what the play of the game is [i]about[/i]. Here's how [url=http://www.indie-rpgs.com/_articles/narr_essay.html]Edwards defines "story"[/url]: [i]an imaginary series of events which includes at least one protagonist, at least one conflict, and events which may be construed as a resolution of the conflict.[/i] Story now play, therefore, is about having this sort of thing occurring [i]here and now[/i] via the play of the game [i]by all participants[/i]. At it's most basic, the player establishes the dramatic needs of the character (which may be internal, or may be driven by the setting); the GM frames a scene that puts those needs under pressure; the player declares an action for their PC; the action resolution mechanics resolve the action, with the upshot either being a defusing, or an escalation, of the conflict. Well-designed mechanics for this sort of play will reliably produce a "rhythm" or pacing of success and failure, so as to get a pattern of increased stakes, and then partial resolution, that roughly reflects the rising action and then resolution in other storytelling forms. Whether what emerges from the play of a story now game is a story, or not, is secondary. What the play is about is those moments of conflict in which the protagonist must struggle in some fashion to achieve their dramatic need, [i]with the upshot, and the possibility of failure or success, being [u]open[/u] at the time the scene is framed, and the action declared[/i]. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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