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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="kenada" data-source="post: 9287407" data-attributes="member: 70468"><p>I am replying twice because I failed to address your second question. I apologize for that. I am doing this in a separate post instead of editing <a href="https://www.enworld.org/threads/the-alexandrian%E2%80%99s-insights-in-a-nutshell.703060/post-9287383" target="_blank">post #220</a> in case there are replies in the meantime.</p><p></p><p>Justin defines what he means by plot in his “<a href="https://thealexandrian.net/wordpress/4147/roleplaying-games/dont-prep-plots" target="_blank">Don’t Prep Plots</a>” essay as the following:</p><p></p><p style="margin-left: 20px"><em>First, a definition of terms: A plot is the sequence of events in a story.</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>And the problem with trying to prep a plot for an RPG is that you’re attempting to pre-determine events that have not yet happened. Your gaming session is not a story — it is a happening. It is something about which stories can be told, but in the genesis of the moment it is not a tale being told. It is a fact that is transpiring.</em></p><p></p><p>He describes using the three clue rule as a possible solution, but all the three clue rule provides (per the “<a href="https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule" target="_blank">Three Clue Rule</a>” essay) is redundancy (more clues for each wanted conclusion) and a failsafe (in case the clues are missed or misunderstood).</p><p></p><p>I think Justin would distinguish that the play is different because how the players arrive at each event will vary based on their decisions, which would thus not constitute a plot, but the wanted events are still there. That’s my issue. I don’t want them. I want situations leading to situations and so on.</p><p></p><p>To put it more succinctly, if a plot is a series of events telling a story, and I don’t want to prep a plot, then a technique that only changes how the players navigate the events while still retaining them doesn’t do what I want.</p><p></p><p>I think the core disagreement I am having with others here is that they are fine with the change in play. It gives the players flexibility in how they navigate the scenario while not changing the overall structure of play, which I assume is something they want. I see that structure (of events that tell a story) as a “plot” while they don’t.</p></blockquote><p></p>
[QUOTE="kenada, post: 9287407, member: 70468"] I am replying twice because I failed to address your second question. I apologize for that. I am doing this in a separate post instead of editing [URL='https://www.enworld.org/threads/the-alexandrian%E2%80%99s-insights-in-a-nutshell.703060/post-9287383']post #220[/URL] in case there are replies in the meantime. Justin defines what he means by plot in his “[URL='https://thealexandrian.net/wordpress/4147/roleplaying-games/dont-prep-plots']Don’t Prep Plots[/URL]” essay as the following: [INDENT][I]First, a definition of terms: A plot is the sequence of events in a story.[/I][/INDENT] [INDENT][I][/I][/INDENT] [INDENT][I]And the problem with trying to prep a plot for an RPG is that you’re attempting to pre-determine events that have not yet happened. Your gaming session is not a story — it is a happening. It is something about which stories can be told, but in the genesis of the moment it is not a tale being told. It is a fact that is transpiring.[/I][/INDENT] He describes using the three clue rule as a possible solution, but all the three clue rule provides (per the “[URL='https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule']Three Clue Rule[/URL]” essay) is redundancy (more clues for each wanted conclusion) and a failsafe (in case the clues are missed or misunderstood). I think Justin would distinguish that the play is different because how the players arrive at each event will vary based on their decisions, which would thus not constitute a plot, but the wanted events are still there. That’s my issue. I don’t want them. I want situations leading to situations and so on. To put it more succinctly, if a plot is a series of events telling a story, and I don’t want to prep a plot, then a technique that only changes how the players navigate the events while still retaining them doesn’t do what I want. I think the core disagreement I am having with others here is that they are fine with the change in play. It gives the players flexibility in how they navigate the scenario while not changing the overall structure of play, which I assume is something they want. I see that structure (of events that tell a story) as a “plot” while they don’t. [/QUOTE]
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