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Why do RPGs have rules?
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<blockquote data-quote="Manbearcat" data-source="post: 9025156" data-attributes="member: 6696971"><p>Hey FormerlyHemlock. Just wanted to chime in here. I think for the Dramatism of GDS (Threefold Model), what you've got above might be correct, but if we're talking about Forge Narrativism or "Story Now" (which I think you are?), what you've got above isn't correct.</p><p></p><p>While things like Rising Action and Climax absolutely end up being a part of the play (but emergent rather than intentional), Story Now play isn't interested preoccupied by creating a story construct in-situ or in post mortem review. Story Now play is preoccupied by a few things:</p><p></p><p>* A premise, a nexus of conflict, and the players and system are in the driver's seat here. The players as protagonists through their PCs is an absolute imperative.</p><p></p><p>* Get on with it. Cut to the action. Relentlessly. Do the things. Generate conflict, escalate it, resolve it. Over and over. Till all the things are done. The "Now" is the imperative here and its a relentless "Now." What "Now" also means is "not Before." So no metaplot, no story arc, no scripting.</p><p></p><p>* Be in the moment, everyone pushes hard, the system does what its supposed to do, and we experience what the game does through our own doing of it. Reflection might happen...or likely will, but its not about the reflection, its about the moments of play (that are hopefully engaging or even visceral).</p><p></p><p>[HR][/HR]</p><p></p><p>Maybe TTRPGs as improv jazz where a particular group or participants take the lead (inverting the typical conductor : orchestra relationship) and some measure of structure is codified rather than fully emergent. Something like that.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9025156, member: 6696971"] Hey FormerlyHemlock. Just wanted to chime in here. I think for the Dramatism of GDS (Threefold Model), what you've got above might be correct, but if we're talking about Forge Narrativism or "Story Now" (which I think you are?), what you've got above isn't correct. While things like Rising Action and Climax absolutely end up being a part of the play (but emergent rather than intentional), Story Now play isn't interested preoccupied by creating a story construct in-situ or in post mortem review. Story Now play is preoccupied by a few things: * A premise, a nexus of conflict, and the players and system are in the driver's seat here. The players as protagonists through their PCs is an absolute imperative. * Get on with it. Cut to the action. Relentlessly. Do the things. Generate conflict, escalate it, resolve it. Over and over. Till all the things are done. The "Now" is the imperative here and its a relentless "Now." What "Now" also means is "not Before." So no metaplot, no story arc, no scripting. * Be in the moment, everyone pushes hard, the system does what its supposed to do, and we experience what the game does through our own doing of it. Reflection might happen...or likely will, but its not about the reflection, its about the moments of play (that are hopefully engaging or even visceral). [HR][/HR] Maybe TTRPGs as improv jazz where a particular group or participants take the lead (inverting the typical conductor : orchestra relationship) and some measure of structure is codified rather than fully emergent. Something like that. [/QUOTE]
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