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Why we like plot: Our Job as DMs
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<blockquote data-quote="The Shaman" data-source="post: 5011659" data-attributes="member: 26473"><p>And holding up an example of <strong>good</strong> and declaring, "This proves that the underlying philosophy is a success," is just as bogus.I don't believe there's confusion, as you used "fiction" as "story" in the post I quoted upthread, e.g., "fiction and movies."The same can be said of any series of events. For example, I wrote a fictional narrative of World War II in middle school following an epic weekend of playing <em>Third Reich</em>. I made a story from the game, but at no point in play were we thinking in terms of story elements; the story that emerged could only be seen in retrospect. A plot developed from decisions made by the respective commanders and how they later affected the progress of the game, but at no time were we thinking, "Ooh, staging my air units close to the coast will foreshadow the invasion in the next phase." If you've conditioned the players to look for clues to the plot, then perhaps. If you condition the players to focus on what their characters know, instead of metagaming to discern the referee's motives, then in my experience it's less likely to be a distraction.It is not necessarily the natural reaction of someone playing a game, however.A roleplaying game played without emphasizing story-structure doesn't make it a board game.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5011659, member: 26473"] And holding up an example of [b]good[/b] and declaring, "This proves that the underlying philosophy is a success," is just as bogus.I don't believe there's confusion, as you used "fiction" as "story" in the post I quoted upthread, e.g., "fiction and movies."The same can be said of any series of events. For example, I wrote a fictional narrative of World War II in middle school following an epic weekend of playing [i]Third Reich[/i]. I made a story from the game, but at no point in play were we thinking in terms of story elements; the story that emerged could only be seen in retrospect. A plot developed from decisions made by the respective commanders and how they later affected the progress of the game, but at no time were we thinking, "Ooh, staging my air units close to the coast will foreshadow the invasion in the next phase." If you've conditioned the players to look for clues to the plot, then perhaps. If you condition the players to focus on what their characters know, instead of metagaming to discern the referee's motives, then in my experience it's less likely to be a distraction.It is not necessarily the natural reaction of someone playing a game, however.A roleplaying game played without emphasizing story-structure doesn't make it a board game. [/QUOTE]
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