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<blockquote data-quote="Desdichado" data-source="post: 8859059" data-attributes="member: 2205"><p>Thats a very interesting blog post. It does wonders for explaining my frustration with people who pejoratively use "story games" to refer to what are really "trad games" because it gives story games a real category that is not just "any game where elements of a story are integrated in any fashion whatsoever" which is how I often hear them dismissed.</p><p></p><p>I think he loses it somewhat in the OC Neo-trad section, or rather, if that's a segment, I've never really heard of it and he's missing one, namely the one that we're talking about here right now. He starts off in giving it a high level description that sounds reasonable; story is an important goal, but relative to Hickman-influenced trad games, it's less the DM telling a story that the PCs participate in and more an emergent story that the PCs contribute to much more meaningfully. But as he describes it more and more, it turns into something that I don't recognize at all, and honestly, I wouldn't have imagined that what he's describing is a big enough cohort to merit being called out and labeled as a specific subset of the gaming population at all.</p><p></p><p>When, in his description of the OSR, he says that it "draws on the challenge-based gameplay from the proto-culture of D&D and combines it with an interest in PC agency, particularly in the form of decision-making. The goal is a game where PC decision-making, especially diegetic decision-making, is the driver of play." he comes close to defining the "modern" style, at least as I run it, except that instead of drawing on challenge-based gameplay from the proto-culture, it draws on trad-based play from the early to mid-80s Hickman revolution and merges it with PC agency and decision making as the driver of play. But the challenges aren't challenges in the traditional "classic" style, rather they're NPCs and their agendas.</p><p></p><p>Hmm... this has turned into a more interesting discussion than I anticipated.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 8859059, member: 2205"] Thats a very interesting blog post. It does wonders for explaining my frustration with people who pejoratively use "story games" to refer to what are really "trad games" because it gives story games a real category that is not just "any game where elements of a story are integrated in any fashion whatsoever" which is how I often hear them dismissed. I think he loses it somewhat in the OC Neo-trad section, or rather, if that's a segment, I've never really heard of it and he's missing one, namely the one that we're talking about here right now. He starts off in giving it a high level description that sounds reasonable; story is an important goal, but relative to Hickman-influenced trad games, it's less the DM telling a story that the PCs participate in and more an emergent story that the PCs contribute to much more meaningfully. But as he describes it more and more, it turns into something that I don't recognize at all, and honestly, I wouldn't have imagined that what he's describing is a big enough cohort to merit being called out and labeled as a specific subset of the gaming population at all. When, in his description of the OSR, he says that it "draws on the challenge-based gameplay from the proto-culture of D&D and combines it with an interest in PC agency, particularly in the form of decision-making. The goal is a game where PC decision-making, especially diegetic decision-making, is the driver of play." he comes close to defining the "modern" style, at least as I run it, except that instead of drawing on challenge-based gameplay from the proto-culture, it draws on trad-based play from the early to mid-80s Hickman revolution and merges it with PC agency and decision making as the driver of play. But the challenges aren't challenges in the traditional "classic" style, rather they're NPCs and their agendas. Hmm... this has turned into a more interesting discussion than I anticipated. [/QUOTE]
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