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<blockquote data-quote="Manbearcat" data-source="post: 6181159" data-attributes="member: 6696971"><p>Heya @<span style="font-size: 10px"><a href="http://www.enworld.org/forum/member.php?6688937-Ratskinner" target="_blank"><strong><span style="color: #ff6600">Ratskinner</span></strong></a>. I'd like to focus my answer to your post. I'll respond this weekend but can you maybe clarify this question so I'm in the right frame of mind (eg so I know we're speaking the same language and making the same inferences):</span></p><p><span style="font-size: 10px">Do we agree that Story Now creative agenda is basically an agenda that seeks a play experience and a system to back it that:</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">- Focuses, specifies and makes transparent thematic content and engaged premise(s) such that consistently coherent play is produced with respect to that (rather than meandering, unclear, or incoherent play with respect to themes and premise).</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">- Emergent play where engagement of those themes and premise(s) are determined by resolved conflicts that are GM-framed with results that are player-driven by way of their decisions interfacing with, and being mediated by, the system's resolution mechanics (rather than conflict results fudged, massaged, or outright determined by GM-fiat). While the GM must then interpret results and evolve the fiction accordingly (framing new conflicts), the output of these resolution mechanics are final (eg stressing out an opponent brings about certain victory conditions, and accompanying fiction, that are beyond GM-veto).</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">And yes, I think we both agree that Story Now creative agenda (and indie games generally) was a response to the 2e/White Wolf era where a cross-section of the gaming populace found their play experiences and results unsatisfactory.</span></p><p> <span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6181159, member: 6696971"] Heya @[SIZE=2][URL="http://www.enworld.org/forum/member.php?6688937-Ratskinner"][B][COLOR=#ff6600]Ratskinner[/COLOR][/B][/URL]. I'd like to focus my answer to your post. I'll respond this weekend but can you maybe clarify this question so I'm in the right frame of mind (eg so I know we're speaking the same language and making the same inferences): Do we agree that Story Now creative agenda is basically an agenda that seeks a play experience and a system to back it that: - Focuses, specifies and makes transparent thematic content and engaged premise(s) such that consistently coherent play is produced with respect to that (rather than meandering, unclear, or incoherent play with respect to themes and premise). - Emergent play where engagement of those themes and premise(s) are determined by resolved conflicts that are GM-framed with results that are player-driven by way of their decisions interfacing with, and being mediated by, the system's resolution mechanics (rather than conflict results fudged, massaged, or outright determined by GM-fiat). While the GM must then interpret results and evolve the fiction accordingly (framing new conflicts), the output of these resolution mechanics are final (eg stressing out an opponent brings about certain victory conditions, and accompanying fiction, that are beyond GM-veto). And yes, I think we both agree that Story Now creative agenda (and indie games generally) was a response to the 2e/White Wolf era where a cross-section of the gaming populace found their play experiences and results unsatisfactory. [/SIZE] [/QUOTE]
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