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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="Emberashh" data-source="post: 9201721" data-attributes="member: 7040941"><p>Uh...what do you think yes, and is?</p><p></p><p></p><p></p><p>Yes, the System in place <em>can contribute</em> to Improv, but that doesn't make the game not improv.</p><p></p><p>Plus, it kind of neglects to consider the classic element of Improv Theater: audience suggestion, which Players can only sort through and choose the best option out of what they get.</p><p></p><p>Not unlike the proposed idea of sorting through Moves and choosing the best option oit of whats available.</p><p></p><p></p><p></p><p>Then you agree that Player agency isn't a part of these games.</p><p></p><p></p><p></p><p>Thats pretty uninclusive. Nevermind that currency in this context is a meaningless make-believe word that doesn't convey anything other than a sense of "we're the in-crowd and you're not."</p><p></p><p></p><p></p><p>There are countless anecdotes one can point to that disprove that. The difference is simply that the story is constructed out of the game's events while its being recalled, rather than being forcibly created through an improv game whose creator, apparently, is in denial about it being improv.</p><p></p><p></p><p></p><p>If one can't "inhabit a character" they're just bad at improv. Has nothing to do with the game, and while we should be inclusive to people who might have really good reason to not be able to improv all that well (or at all), that doesn't introduce any sort of through logic where what AW does makes it superior than other games.</p><p></p><p></p><p></p><p>So your problem is with cruddy level design?</p><p></p><p>I mean, it is rather apropos. After reading approximately 75% of whats left of the Forge I got the impression most of their overall problem could be boiled down to crappy games and crappier Gamemasters.</p><p></p><p>It seems that fundamental issue is still the running undercurrent.</p><p></p><p></p><p></p><p>For someone whose used the phrase "inhabit a character" more than a few times you seem rather bewildered everytime someone talks about doing so.</p><p></p><p></p><p></p><p>I spend and have spent an inordinate amount of time reading NTRS documents, and can actually hold a pretty even conversation with most astronauts on their jobs. And I know so, given I've the enormous good fortune to actually have met 11 of the 12 people that have walked on the Moon, and about 5 dozen other lesser known astronauts, all of which (that I met as an adult) found it incredible how knowledgeable I was considering I'm an English major who teaches teenagers about creative writing.</p><p></p><p>That knowledge, thirst for learning, and direct interaction with the aerospace community doesn't make me an astronaut, however.</p><p></p><p>You may not have appreciated the suggestion, but you didn't really respond to the implied question of do you even <em>like</em> improv.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9201721, member: 7040941"] Uh...what do you think yes, and is? Yes, the System in place [I]can contribute[/I] to Improv, but that doesn't make the game not improv. Plus, it kind of neglects to consider the classic element of Improv Theater: audience suggestion, which Players can only sort through and choose the best option out of what they get. Not unlike the proposed idea of sorting through Moves and choosing the best option oit of whats available. Then you agree that Player agency isn't a part of these games. Thats pretty uninclusive. Nevermind that currency in this context is a meaningless make-believe word that doesn't convey anything other than a sense of "we're the in-crowd and you're not." There are countless anecdotes one can point to that disprove that. The difference is simply that the story is constructed out of the game's events while its being recalled, rather than being forcibly created through an improv game whose creator, apparently, is in denial about it being improv. If one can't "inhabit a character" they're just bad at improv. Has nothing to do with the game, and while we should be inclusive to people who might have really good reason to not be able to improv all that well (or at all), that doesn't introduce any sort of through logic where what AW does makes it superior than other games. So your problem is with cruddy level design? I mean, it is rather apropos. After reading approximately 75% of whats left of the Forge I got the impression most of their overall problem could be boiled down to crappy games and crappier Gamemasters. It seems that fundamental issue is still the running undercurrent. For someone whose used the phrase "inhabit a character" more than a few times you seem rather bewildered everytime someone talks about doing so. I spend and have spent an inordinate amount of time reading NTRS documents, and can actually hold a pretty even conversation with most astronauts on their jobs. And I know so, given I've the enormous good fortune to actually have met 11 of the 12 people that have walked on the Moon, and about 5 dozen other lesser known astronauts, all of which (that I met as an adult) found it incredible how knowledgeable I was considering I'm an English major who teaches teenagers about creative writing. That knowledge, thirst for learning, and direct interaction with the aerospace community doesn't make me an astronaut, however. You may not have appreciated the suggestion, but you didn't really respond to the implied question of do you even [I]like[/I] improv. [/QUOTE]
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