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What a great storytelling DM looks like
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<blockquote data-quote="Ariosto" data-source="post: 5087821" data-attributes="member: 80487"><p>Starfox, I offered no caricature of any style.</p><p></p><p>The paragraph beginning, "So, the difference looks to me like this: ..." was not even a claim accurately to represent <em>any</em> style -- just feedback of my preliminary, at-that-point understanding (or misunderstanding) of what had been offered. IIRC, the response was that it was not too far from the mark.</p><p></p><p>The second paragraph is, to the best of my ability and in good faith, an account of a pretty stereotypical example of at least one of the approaches claiming a particular fancy name or other ... "NOT task resolution". There's a single word that stands in for the "NOT task" part. "Conflict"? (Reminds me of old hex-and-chit wargames, but I think that's it.)</p><p></p><p>Even if it does not accurately describe that, I reckon it's a fair enough representation of a technique that <strong>I</strong> have tried. So, for that matter, is the other; there's not a whole lot new under that sun!</p><p></p><p>I was working on storytelling games using techniques borrowed from RPGs before I had heard of anyone else having done so (although I don't think it was prior even to published work in the field). I retain some interest in the field, even though I am not actively engaged in it at present. I do not think that "fudging" a traditional RPG is the way forward, and am inclined to think the "Game Master" position an unhelpful legacy. Naturally, other people have other opinions, and one that is in vogue is to consider as an "improved RPG" what I would call a hybrid.</p><p></p><p>I happen to like the D&D game I have been playing for decades just fine; changing it into a "storytelling game", or anything else, would be no improvement to me. Some people seem unable to accept such eclectic tastes; if I like my old D&D, then I must "not like" other kinds of games.</p><p></p><p>Well, I do not feel bound to follow such a horizon-limiting 'rule'!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5087821, member: 80487"] Starfox, I offered no caricature of any style. The paragraph beginning, "So, the difference looks to me like this: ..." was not even a claim accurately to represent [I]any[/I] style -- just feedback of my preliminary, at-that-point understanding (or misunderstanding) of what had been offered. IIRC, the response was that it was not too far from the mark. The second paragraph is, to the best of my ability and in good faith, an account of a pretty stereotypical example of at least one of the approaches claiming a particular fancy name or other ... "NOT task resolution". There's a single word that stands in for the "NOT task" part. "Conflict"? (Reminds me of old hex-and-chit wargames, but I think that's it.) Even if it does not accurately describe that, I reckon it's a fair enough representation of a technique that [B]I[/B] have tried. So, for that matter, is the other; there's not a whole lot new under that sun! I was working on storytelling games using techniques borrowed from RPGs before I had heard of anyone else having done so (although I don't think it was prior even to published work in the field). I retain some interest in the field, even though I am not actively engaged in it at present. I do not think that "fudging" a traditional RPG is the way forward, and am inclined to think the "Game Master" position an unhelpful legacy. Naturally, other people have other opinions, and one that is in vogue is to consider as an "improved RPG" what I would call a hybrid. I happen to like the D&D game I have been playing for decades just fine; changing it into a "storytelling game", or anything else, would be no improvement to me. Some people seem unable to accept such eclectic tastes; if I like my old D&D, then I must "not like" other kinds of games. Well, I do not feel bound to follow such a horizon-limiting 'rule'! [/QUOTE]
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