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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="niklinna" data-source="post: 9343502" data-attributes="member: 71235"><p>I was going to comment on your earlier post but I'll do it here. It's all collaborative in Story Now, with system say, in that participants can propose things that are attempted, or even that happen in the moment. Further, it's collaborative in that the participants agreed in advance to abide by what the dice say about outcomes (or whatever mechanic introduces the potentially surprising and unwelcome).</p><p></p><p>But that is not writers' room. In writers' room, the writers propose ideas about outcomes and future events, which become established by everyone agreeing to the ideas in and of themselves. And even then it's subject to change, because they are <strong><em>constructing</em></strong> a story as an object to be published/broadcast, not <strong><em>revealing and unfolding</em></strong> a story <strong><em>through play</em></strong>. Scripts have draft revisions; roleplaying game sessions typically do not (barring the occaisional minor retcon due to a screwup or misunderstanding).</p><p></p><p>Someone in a writers' room may well propose something surprising and unwelcome (even to themselves), but whether it becomes established is still dependent on everyone approving, which often in those cases means discussing and arguing and politicking for their favored outcomes. With game mechanisms that have been agreed to in advance, those mechanisms have final say. Even if participants in a game negotiate the possible outcomes of a dice roll in advance, that is not writers' room, because it's the dice that say how things shake out, and nobody gets to say what happens well down the road.</p></blockquote><p></p>
[QUOTE="niklinna, post: 9343502, member: 71235"] I was going to comment on your earlier post but I'll do it here. It's all collaborative in Story Now, with system say, in that participants can propose things that are attempted, or even that happen in the moment. Further, it's collaborative in that the participants agreed in advance to abide by what the dice say about outcomes (or whatever mechanic introduces the potentially surprising and unwelcome). But that is not writers' room. In writers' room, the writers propose ideas about outcomes and future events, which become established by everyone agreeing to the ideas in and of themselves. And even then it's subject to change, because they are [B][I]constructing[/I][/B] a story as an object to be published/broadcast, not [B][I]revealing and unfolding[/I][/B] a story [B][I]through play[/I][/B]. Scripts have draft revisions; roleplaying game sessions typically do not (barring the occaisional minor retcon due to a screwup or misunderstanding). Someone in a writers' room may well propose something surprising and unwelcome (even to themselves), but whether it becomes established is still dependent on everyone approving, which often in those cases means discussing and arguing and politicking for their favored outcomes. With game mechanisms that have been agreed to in advance, those mechanisms have final say. Even if participants in a game negotiate the possible outcomes of a dice roll in advance, that is not writers' room, because it's the dice that say how things shake out, and nobody gets to say what happens well down the road. [/QUOTE]
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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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