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What a great storytelling DM looks like
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<blockquote data-quote="Ariosto" data-source="post: 5085704" data-attributes="member: 80487"><p>Nor are there likely to be, unless you advertise your criteria! How and why you expect anyone otherwise to take an interest and <em>try</em> in the first place is baffling. </p><p></p><p>Anyway, back to the subject at hand. The 4e DMG2 opens with a discussion of "Group Storytelling". I can't say much more about it, having only glanced at the thing, but perhaps someone else can.</p><p></p><p>Kamikaze Midget, I can dig the analogy -- but, in actuality, both of those productions were <em>movies</em>, not <em>games</em>. I can pick up a Super Nintendo Entertainment System and find an awful lot of things that are "sort of both", perhaps even unto being "not quite either".</p><p></p><p>I don't know to what extent that fashion has continued in modern console video games. At one time, it seemed to be pretty much what "RPG" meant (quite independently) in the context of Japanese digital media (as opposed to American paper-and-pencil).</p><p></p><p>I remember the "Dragon's Lair" arcade game, one of the early laser-disc units, from the summer of '83. The milieu of other media and their relationship with D&D and its ilk was rather different then.</p><p></p><p>Another medium with some popularity in the 1980s-90s was the "pick your path" adventure book. Those told stories with some variations; at intervals along the way, the reader/player made a choice among (usually two or three) alternative chapters.</p><p></p><p>That tended to produce a much more limited range of possibilities, in a given page count, than solitaire scenarios for normal RPGs such as Tunnels & Trolls or The Fantasy Trip. The distance between decision points in "pick your path" was longer, and filled with narration more than with information upon which one could act.</p><p></p><p>The Lone Wolf series was a successful hybrid of the forms. However, electronic computers able to run programs of greater complexity became ever more widely available. That eventually so overshadowed lack of easy portability relative to a paperback book that the computer games took over the niche.</p><p></p><p>All those were, as I recall, generally regarded in the paper-and-pencil RPG scene at first as either poor substitutes or -- increasingly, as program form adapted to new hardware capabilities -- as a distinctly different pastime with its own separate excellences.</p><p></p><p>I wonder whether now the computer game has in some quarters ascended to the position of priority, so that it sets expectations of human-moderated RPGs. I notice the greater importance of "action" game forms (such as the once-preponderant "platform game"), and lesser emphasis on "strategic" games, than back in the days when <em>board games</em> were the most prominent other entries in D&Ders' ludographies.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5085704, member: 80487"] Nor are there likely to be, unless you advertise your criteria! How and why you expect anyone otherwise to take an interest and [I]try[/I] in the first place is baffling. Anyway, back to the subject at hand. The 4e DMG2 opens with a discussion of "Group Storytelling". I can't say much more about it, having only glanced at the thing, but perhaps someone else can. Kamikaze Midget, I can dig the analogy -- but, in actuality, both of those productions were [I]movies[/I], not [I]games[/I]. I can pick up a Super Nintendo Entertainment System and find an awful lot of things that are "sort of both", perhaps even unto being "not quite either". I don't know to what extent that fashion has continued in modern console video games. At one time, it seemed to be pretty much what "RPG" meant (quite independently) in the context of Japanese digital media (as opposed to American paper-and-pencil). I remember the "Dragon's Lair" arcade game, one of the early laser-disc units, from the summer of '83. The milieu of other media and their relationship with D&D and its ilk was rather different then. Another medium with some popularity in the 1980s-90s was the "pick your path" adventure book. Those told stories with some variations; at intervals along the way, the reader/player made a choice among (usually two or three) alternative chapters. That tended to produce a much more limited range of possibilities, in a given page count, than solitaire scenarios for normal RPGs such as Tunnels & Trolls or The Fantasy Trip. The distance between decision points in "pick your path" was longer, and filled with narration more than with information upon which one could act. The Lone Wolf series was a successful hybrid of the forms. However, electronic computers able to run programs of greater complexity became ever more widely available. That eventually so overshadowed lack of easy portability relative to a paperback book that the computer games took over the niche. All those were, as I recall, generally regarded in the paper-and-pencil RPG scene at first as either poor substitutes or -- increasingly, as program form adapted to new hardware capabilities -- as a distinctly different pastime with its own separate excellences. I wonder whether now the computer game has in some quarters ascended to the position of priority, so that it sets expectations of human-moderated RPGs. I notice the greater importance of "action" game forms (such as the once-preponderant "platform game"), and lesser emphasis on "strategic" games, than back in the days when [I]board games[/I] were the most prominent other entries in D&Ders' ludographies. [/QUOTE]
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