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The Story and The Rules
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<blockquote data-quote="Desdichado" data-source="post: 2179448" data-attributes="member: 2205"><p>A comment that I addressed in the very next line, which you declined to quote. I'm aware that this is <em>my</em> preference, not some universal standard, and I've said as much a few times now in this thread.</p><p></p><p>I dunno. Is there such a thing as real life without story? Certainly we can make stories out of what happens to us on a given day, or week, or month, etc. Doesn't mean those are going to be interesting stories, but they are stories nontheless. And that's the model I strive to emulate in my games; I put together a set-up, and see what the PCs are interested in, and then I develop the game further based on the decisions and preferences that they give me. I don't write a story, because there's no plot. The plot doesn't happen until the PCs do something. How can a story not have a plot? That's the distinction I'm getting at.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2179448, member: 2205"] A comment that I addressed in the very next line, which you declined to quote. I'm aware that this is [i]my[/i] preference, not some universal standard, and I've said as much a few times now in this thread. I dunno. Is there such a thing as real life without story? Certainly we can make stories out of what happens to us on a given day, or week, or month, etc. Doesn't mean those are going to be interesting stories, but they are stories nontheless. And that's the model I strive to emulate in my games; I put together a set-up, and see what the PCs are interested in, and then I develop the game further based on the decisions and preferences that they give me. I don't write a story, because there's no plot. The plot doesn't happen until the PCs do something. How can a story not have a plot? That's the distinction I'm getting at. [/QUOTE]
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