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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="clearstream" data-source="post: 8627608" data-attributes="member: 71699"><p>Something I am quite interested in is this: is Story + Now an inviolable necessity, or might Story (dynamic characters who want things and all that) still be managed with Before or even After? Heresy, I know.</p><p></p><p>Suppose we have this: Jo would never, ever betray a friend, but when their one-true-love Bo demands it, Jo lies to their childhood friend Addy.</p><ul> <li data-xf-list-type="ul">What must we <strong>not</strong> know? We mustn't know what Jo will choose. What the results of lying to Addy will be (although I think we are permitted to have and might benefit from forbodings about that.)</li> <li data-xf-list-type="ul">What must we know <strong>before</strong>? We must know that Jo would never, ever betray a friend. We must know that Bo demands it. We must know that Addy is a childhood friend of Jo's. It must be established that Jo and Bo are lovers.</li> <li data-xf-list-type="ul">What <strong>could </strong>we know without harm to the dramatic unravelling of the story? A pre-established map? A pre-established <em>quest</em> (especially one that creates a vehicle for the personal quests of each player-character). A world setting? Powers (or factions) in play? Allies and villains of the piece. Over-arching trajectories of change (e.g. global warming, an invasion, war, the school year)?</li> </ul><p></p><p>Perhaps there are expectations about how this stuff will work on all sides, that can be questioned? Must there be adversary, or only catalysts? Must we never have a map? Can't we pre-establish <em>anything we like</em> so long as it is orthogonal to or a vehicle for the story we're finding out (as it happens)?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8627608, member: 71699"] Something I am quite interested in is this: is Story + Now an inviolable necessity, or might Story (dynamic characters who want things and all that) still be managed with Before or even After? Heresy, I know. Suppose we have this: Jo would never, ever betray a friend, but when their one-true-love Bo demands it, Jo lies to their childhood friend Addy. [LIST] [*]What must we [B]not[/B] know? We mustn't know what Jo will choose. What the results of lying to Addy will be (although I think we are permitted to have and might benefit from forbodings about that.) [*]What must we know [B]before[/B]? We must know that Jo would never, ever betray a friend. We must know that Bo demands it. We must know that Addy is a childhood friend of Jo's. It must be established that Jo and Bo are lovers. [*]What [B]could [/B]we know without harm to the dramatic unravelling of the story? A pre-established map? A pre-established [I]quest[/I] (especially one that creates a vehicle for the personal quests of each player-character). A world setting? Powers (or factions) in play? Allies and villains of the piece. Over-arching trajectories of change (e.g. global warming, an invasion, war, the school year)? [/LIST] Perhaps there are expectations about how this stuff will work on all sides, that can be questioned? Must there be adversary, or only catalysts? Must we never have a map? Can't we pre-establish [I]anything we like[/I] so long as it is orthogonal to or a vehicle for the story we're finding out (as it happens)? [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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