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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
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<blockquote data-quote="EzekielRaiden" data-source="post: 9506740" data-attributes="member: 6790260"><p>The thing I bolded is what group storytelling is. Each participant fitting their part together with the whole. Just because it's collaborated and lacks a premade plot doesn't mean it isn't storytelling. It's just collaborative and serialized. Lots and lots of stories are collaborative and serialized.</p><p></p><p>It's not at all dodgy unless you insert the assumption (which I have pretty soundly rejected multiple times in this thread) that your contributions are irrefutable and absolute. Collaboration requires real dialogue, give-and-take, reciprocity. You're cooperating with others, not shouting commands at them.</p><p></p><p>Nobody can expect their stuff to be automatically irrefutable. But, by that same token, everyone should quite validly expect to have a hand in "the story the campaign is going to eventually tell." They're going to have <em>something</em> they're interested in seeing, and that something is what will drive their decisions like "would this character swallow their pride this time, or would it get the better of them yet again, despite what they've learned?" and "now that the rage and vengeance that drove this character is gone, what <em>does</em> drive them now?"</p><p></p><p>Those are questions characters cannot just "answer", even if we grant a much more robust idea of "independently existing" characters than I am normally willing to grant--because the whole point is that the character <em>doesn't know</em>. But those are questions worth answering, and the answers could very easily <em>change</em> as a result of play. That--that right there--the story of finding out how the group and the adventure and the world change this person, and how this person changes the group and the adventure and the world, IS the awesome story I'm talking about.</p><p></p><p>It's still a story. It's just a story that results from multiple people working together to find out what happens.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9506740, member: 6790260"] The thing I bolded is what group storytelling is. Each participant fitting their part together with the whole. Just because it's collaborated and lacks a premade plot doesn't mean it isn't storytelling. It's just collaborative and serialized. Lots and lots of stories are collaborative and serialized. It's not at all dodgy unless you insert the assumption (which I have pretty soundly rejected multiple times in this thread) that your contributions are irrefutable and absolute. Collaboration requires real dialogue, give-and-take, reciprocity. You're cooperating with others, not shouting commands at them. Nobody can expect their stuff to be automatically irrefutable. But, by that same token, everyone should quite validly expect to have a hand in "the story the campaign is going to eventually tell." They're going to have [I]something[/I] they're interested in seeing, and that something is what will drive their decisions like "would this character swallow their pride this time, or would it get the better of them yet again, despite what they've learned?" and "now that the rage and vengeance that drove this character is gone, what [I]does[/I] drive them now?" Those are questions characters cannot just "answer", even if we grant a much more robust idea of "independently existing" characters than I am normally willing to grant--because the whole point is that the character [I]doesn't know[/I]. But those are questions worth answering, and the answers could very easily [I]change[/I] as a result of play. That--that right there--the story of finding out how the group and the adventure and the world change this person, and how this person changes the group and the adventure and the world, IS the awesome story I'm talking about. It's still a story. It's just a story that results from multiple people working together to find out what happens. [/QUOTE]
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The Problem with Healing Powercreep
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