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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="niklinna" data-source="post: 8627430" data-attributes="member: 71235"><p>While true, it's water under the bridge at this point, and the bridge burned down. The concept, however poorly named, remains worth examining.</p><p></p><p></p><p></p><p>They are fundamentally different in a key way. <em>Incorporating</em> anything pre-scripted into something pre-scripted is not Story Now on either end. Story Now play uses established facts about <em>what matters to the players/PCs</em>—typically if not necessarily declared in the moment—to frame and play through a scene that's happening <em>now</em>, in order to discover more about <em>what matters to the players/PCs</em>. As I've said before, you can mix approaches/agendas/modes over time, but it's best to be clear about which one you are using in the moment.</p><p></p><p>[USER=42582]@pemerton[/USER]'s "whole of play" is where I perhaps disagree. It's possible to apply Story Now to the whole of play, but I don't think it's necessary.</p><p></p><p></p><p>This is far enough out of context I'm not sure what you're getting at. If it's that the player used something from a map provided by the GM as input to their dramatic need, that's fine, but it isn't relevant to Story Now play—yet. Locating the relic as being possessed by a dragon is also something else. It seems to be about who gets to assert things about the world, which is its own issue.</p><p></p><p>The need itself is also, well, not particularly dramatic. What does the PC need the relic for? What happens if they don't get it? What happens if they do get it? Also, there's a reason I gave <em>two</em> facts about my acrophobe who loved her sister; they can be juxtaposed for huge dramatic tension in the moment.</p><p></p><p>None of these questions need be answered for fun to be had. It's small-n, or vanilla, narrative, prompted by the player. But Story Now play demands drama in the form of stakes and framing of scenes that put those stakes front and center.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8627430, member: 71235"] While true, it's water under the bridge at this point, and the bridge burned down. The concept, however poorly named, remains worth examining. They are fundamentally different in a key way. [i]Incorporating[/i] anything pre-scripted into something pre-scripted is not Story Now on either end. Story Now play uses established facts about [i]what matters to the players/PCs[/i]—typically if not necessarily declared in the moment—to frame and play through a scene that's happening [i]now[/i], in order to discover more about [i]what matters to the players/PCs[/i]. As I've said before, you can mix approaches/agendas/modes over time, but it's best to be clear about which one you are using in the moment. [USER=42582]@pemerton[/USER]'s "whole of play" is where I perhaps disagree. It's possible to apply Story Now to the whole of play, but I don't think it's necessary. This is far enough out of context I'm not sure what you're getting at. If it's that the player used something from a map provided by the GM as input to their dramatic need, that's fine, but it isn't relevant to Story Now play—yet. Locating the relic as being possessed by a dragon is also something else. It seems to be about who gets to assert things about the world, which is its own issue. The need itself is also, well, not particularly dramatic. What does the PC need the relic for? What happens if they don't get it? What happens if they do get it? Also, there's a reason I gave [i]two[/i] facts about my acrophobe who loved her sister; they can be juxtaposed for huge dramatic tension in the moment. None of these questions need be answered for fun to be had. It's small-n, or vanilla, narrative, prompted by the player. But Story Now play demands drama in the form of stakes and framing of scenes that put those stakes front and center. [/QUOTE]
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