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The Story Now Discussion
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<blockquote data-quote="JonM" data-source="post: 8250540" data-attributes="member: 6796515"><p>Re-reading what I just wrote, I think I could have been even clearer, as regards how any of this fits in with your questions. In particular, your hitpoint comparison got me to thinking about the actual mechanics involved and how they are interpreted and interact.</p><p></p><p>In a traditional Mystery, it seems like there ought to be some sort of procedure that creates at least the Illusion of a planned scheme that must be disentangled and brought to light. It is that "brought to light" part that really matters, since it is the "aha!" moment that the players really seem to enjoy.</p><p></p><p>Now, in a traditional RPG, that procedure is simply the GM coming up with a clever framework that makes logical sense and is convoluted enough to be interesting. But does that work, in Story Now, given that the GM must, instead, allow a convoluted plot to evolve on its own, as the players explore the situation? At first glance, the two seem almost antithetical.</p><p></p><p>It seems that this could be surmounted by some clever sort of procedural legerdemain, perhaps involving appropriate charts and the like. But, then, the question becomes: is that practical? And will the result actually be worth it? Again, my concern would be that, unless the set up was <em>very</em> clever, something of the atmosphere would be lost in translation. Again, keeping in mind that we want to be appealing to actual Mystery fans, so the bar is a bit higher.</p><p></p><p>So, to use Manbearcat's terms, it seems to me that the default way Story Now is operationalized may be at odds with the default orientation of the Mystery genre. But I could be wrong. If anyone can demonstrate otherwise, in a <em>practical</em> can-actually-be-played won't-annoy-real-mystery-fans way, I'd love to hear it.</p></blockquote><p></p>
[QUOTE="JonM, post: 8250540, member: 6796515"] Re-reading what I just wrote, I think I could have been even clearer, as regards how any of this fits in with your questions. In particular, your hitpoint comparison got me to thinking about the actual mechanics involved and how they are interpreted and interact. In a traditional Mystery, it seems like there ought to be some sort of procedure that creates at least the Illusion of a planned scheme that must be disentangled and brought to light. It is that "brought to light" part that really matters, since it is the "aha!" moment that the players really seem to enjoy. Now, in a traditional RPG, that procedure is simply the GM coming up with a clever framework that makes logical sense and is convoluted enough to be interesting. But does that work, in Story Now, given that the GM must, instead, allow a convoluted plot to evolve on its own, as the players explore the situation? At first glance, the two seem almost antithetical. It seems that this could be surmounted by some clever sort of procedural legerdemain, perhaps involving appropriate charts and the like. But, then, the question becomes: is that practical? And will the result actually be worth it? Again, my concern would be that, unless the set up was [I]very[/I] clever, something of the atmosphere would be lost in translation. Again, keeping in mind that we want to be appealing to actual Mystery fans, so the bar is a bit higher. So, to use Manbearcat's terms, it seems to me that the default way Story Now is operationalized may be at odds with the default orientation of the Mystery genre. But I could be wrong. If anyone can demonstrate otherwise, in a [I]practical[/I] can-actually-be-played won't-annoy-real-mystery-fans way, I'd love to hear it. [/QUOTE]
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