Fifth Element
Legend
Some bearing on being a DM. That post applies to situations where the DM has something analogous to a script. Arguably, details of a campaign setting are analagous to a script.And if there is no "script" . . . ?
Some bearing on being a DM. That post applies to situations where the DM has something analogous to a script. Arguably, details of a campaign setting are analagous to a script.And if there is no "script" . . . ?
Some bearing on being a DM. That post applies to situations where the DM has something analogous to a script. Arguably, details of a campaign setting are analagous to a script.
Perhaps they are more analogous to art direction, but art direction falls under the perview of the director anyway.They are much more analogous to the art direction, although typically art direction fits the needs of a preexisting story and typically in RPGs the story fits the needs of the preexisting 'art'.
Agreed.Regardless, I'm not sure these analogies actually clarify anything. Whether we label the campaign setting, 'more like art direction' or 'more like a script' doesn't really clarify what a 'campaign setting' is.
There's no getting around role-playing game settings/backgrounds/backdrops contain plot, or rather, the seeds of potential plots. Good setting design (heck even most bad setting design) is a kind of plotting. Ergo, the DM must be more than just the art director. They are, at least in part, screenwriters.
Mallus, with all due respect, it sounds like you want to expand the definition of scripting to include the entire creative process, and I think that's stretching the definition much too far.There's no getting around role-playing game settings/backgrounds/backdrops contain plot, or rather, the seeds of potential plots. Good setting design (heck even most bad setting design) is a kind of plotting. Ergo, the DM must be more than just the art director. They are, at least in part, screenwriters.
And if there is no "script" . . . ?
That's actually the goal of a sandbox campaign.Even the best sandbox campaign can go in directions unexpected when the players are introduced to the environment.

What kind of weaksauce game does not have a script? Its bad enough when real actors improv. There is no way I am letting a bunch of novice hacks come up with their own dialogue. Pure drivel. A crapload of cockney accents (or Scottish, if a dwarf) and a bunch of rehashed lines from Monte Python. Pulease!
Why, just last night I was working with one of my players at rehearsal. "Cut!!! What the heck are you doing, Ragnar? Its punch, twirl, kneel, and strike. Then your line about getting revenge for your father's death! Lets take it again from the top, and will FEELING this time!"

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.