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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="BryonD" data-source="post: 5477498" data-attributes="member: 957"><p>No. If you wrote short stories based on your adventures and some one read them all, had never heard of RPGs, and paid attention, they would eventually realize that no character in your stories could ever jump more than three times per day. It would become jarring and bizarre. And since we at the table KNOW that is the reason and don't have to look for the pattern, it becomes jarring and bizarre from the first time it happens.</p><p></p><p>Your fiction is not remotely independent. You are back-filling the narrative in ways which are intended to disguise the dependence. But pointing at your disguises does nothing to remove the fact that the absolute dependence exists underneath.</p><p></p><p>And when you are persistently forced to put these disguises on, and everyone at the table knows they are disguises, then the disguises start looking like a bad plastic spiderman mask with an elastic cord.</p><p></p><p>Yes, you have other alternates such as hand-waving that I jumped ten times and that was represented by three checks. You can absolutely do that. You can force the scene to change. But now you have just traded the spiderman mask for a batman mask. And it is bossy and has cracks in it. The point is, everyone at the table knows it is a cover.</p><p></p><p>Even if you decide that jumping is boring, the idea that you can decide before sitting down to the table that three is the correct number before boredom sets in is bizarre to me. In a narrative first game, you always have options for dealing with what is happening at the moment and moving things along. I'd rather adapt to deal with something that is starting to get dry than retrofit the narrative to comply with a preconceived mechanical demand.</p><p></p><p></p><p>No one is disputing that you enjoy this style of play. </p><p></p><p>But you seem to have a need to insist that using narrative devices to hide the fact that the game forces narrative dependence is no less "fiction first" than truly having no narrative dependence. You provide example after example, and seem to truly think you have made your case, and yet we are reading them and seeing proof after proof that you are NOT putting fiction first. You are constantly putting your thumb in leak after leak. That you can keep up with the leaks does not equate to not having to deal with the leaks.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5477498, member: 957"] No. If you wrote short stories based on your adventures and some one read them all, had never heard of RPGs, and paid attention, they would eventually realize that no character in your stories could ever jump more than three times per day. It would become jarring and bizarre. And since we at the table KNOW that is the reason and don't have to look for the pattern, it becomes jarring and bizarre from the first time it happens. Your fiction is not remotely independent. You are back-filling the narrative in ways which are intended to disguise the dependence. But pointing at your disguises does nothing to remove the fact that the absolute dependence exists underneath. And when you are persistently forced to put these disguises on, and everyone at the table knows they are disguises, then the disguises start looking like a bad plastic spiderman mask with an elastic cord. Yes, you have other alternates such as hand-waving that I jumped ten times and that was represented by three checks. You can absolutely do that. You can force the scene to change. But now you have just traded the spiderman mask for a batman mask. And it is bossy and has cracks in it. The point is, everyone at the table knows it is a cover. Even if you decide that jumping is boring, the idea that you can decide before sitting down to the table that three is the correct number before boredom sets in is bizarre to me. In a narrative first game, you always have options for dealing with what is happening at the moment and moving things along. I'd rather adapt to deal with something that is starting to get dry than retrofit the narrative to comply with a preconceived mechanical demand. No one is disputing that you enjoy this style of play. But you seem to have a need to insist that using narrative devices to hide the fact that the game forces narrative dependence is no less "fiction first" than truly having no narrative dependence. You provide example after example, and seem to truly think you have made your case, and yet we are reading them and seeing proof after proof that you are NOT putting fiction first. You are constantly putting your thumb in leak after leak. That you can keep up with the leaks does not equate to not having to deal with the leaks. [/QUOTE]
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