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The Story Now Discussion
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<blockquote data-quote="JonM" data-source="post: 8250429" data-attributes="member: 6796515"><p>I think we're on the same page, with the superhero stuff. If it didn't look like that, then it may have been bad wording, on my part. I kind of jokingly tossed off my "what are you doing today? " comment, which, admittedly, implies an answer that is a solid plan. And, sometimes, that is how it goes (so, I guess that wouldn't be Story Now, in a purist sense). But other times, the answer is more along the lines of, "Well, I am strongly motivated to destroy Dr. Tachyon, so I'm going to somehow work on that" and that's it - both I and the players get to find out what that means, as the game progresses (so, I guess more Story Now, yes?).</p><p></p><p>Now, the mystery thing... That, I think, we're not communicating about, very clearly. I tried to make it clear, in my post, but I do <em>not</em> mean the run-of-the-mill puzzles that you always run into in <em>any</em> RPG - the puzzles that require solutions, to further the plot - such as what you described. I'm talking about a true Mystery, in the traditional genre sense. A whodunnit, where some ne'er-do-well has specifically plotted to cause mischief, and it is up to the heroes to disentangle the scheme, usually by wading through red herrings, finding genuine clues, and the like. I tried to be clear about the difference, in my post, but the number of people who have misinterpreted that makes me think I may have failed. Oh, except Umbran. I think he got what I meant.</p><p></p><p>As I said to Campbell, your answer leads me to suspect that the real answer to my question is, "No, Story Now just isn't meant for that kind of thing." But, then, you pretty much said that, at the end of your own post.</p></blockquote><p></p>
[QUOTE="JonM, post: 8250429, member: 6796515"] I think we're on the same page, with the superhero stuff. If it didn't look like that, then it may have been bad wording, on my part. I kind of jokingly tossed off my "what are you doing today? " comment, which, admittedly, implies an answer that is a solid plan. And, sometimes, that is how it goes (so, I guess that wouldn't be Story Now, in a purist sense). But other times, the answer is more along the lines of, "Well, I am strongly motivated to destroy Dr. Tachyon, so I'm going to somehow work on that" and that's it - both I and the players get to find out what that means, as the game progresses (so, I guess more Story Now, yes?). Now, the mystery thing... That, I think, we're not communicating about, very clearly. I tried to make it clear, in my post, but I do [I]not[/I] mean the run-of-the-mill puzzles that you always run into in [I]any[/I] RPG - the puzzles that require solutions, to further the plot - such as what you described. I'm talking about a true Mystery, in the traditional genre sense. A whodunnit, where some ne'er-do-well has specifically plotted to cause mischief, and it is up to the heroes to disentangle the scheme, usually by wading through red herrings, finding genuine clues, and the like. I tried to be clear about the difference, in my post, but the number of people who have misinterpreted that makes me think I may have failed. Oh, except Umbran. I think he got what I meant. As I said to Campbell, your answer leads me to suspect that the real answer to my question is, "No, Story Now just isn't meant for that kind of thing." But, then, you pretty much said that, at the end of your own post. [/QUOTE]
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