Okay, so I'm going to confuse the discussion further by pointing out that the original, story-games.com definition of a storygame was that it was a game where creating a story occurred as a consequence of play, which made it (in their terms) a supercategory incorporating all RPGs and a selection of other tabletop games. Of course, this depends a whole lot on how we define story, doesn't it? So I guess the first real task is to do the indescribably boring poo poo of hashing out definitions. So I'll start, and then we can argue from there! Story: The dictionary's first definition is this: "a narrative, either true or fictitious, in prose or verse, designed to interest, amuse, or instruct the hearer or reader; tale." Nasty recursion there, but I think we can all work with this and argue over the definition of the terms in the definition. Narrative: I think I'll just be simplistic about this and say that a narrative is a record of a series of events. Event: An event, meanwhile, is simply something that happens. Plot: Plot, then, is the overall structure of the narrative, the arrangement of the events into an order. This is fairly distinct from what you'd find in English textbooks, I think, but a) I'm engaging in rhetorical manipulation here and b) we are talking about a fairly distinct form from what most literature and composition studies focuses on. So with that out of the way, I'd like to address your last post, OtspIII. I do believe that you're onto something- while I still feel that you're describing a variation in playstyle, I'm coming around to thinking that certain games encourage one or the other. I am finding it interesting that D&D is, from my perspective, almost dead central in the middle between the two, or at least in the versions I'm most familiar with. With that being said, I agree with you almost completely. I feel that the ludology of RPGs is pretty much stuck because most of the meaningful focus is on board-and-card games (anyone else remember the poster Hipster Scumbag?) and from the perspective of good boardgame design, RPGs are at best mediocre. Meanwhile, indigenous ludology is focused almost purely on story, often from a bizarre perspective in terms of formal studies, and doesn't focus much on mechanics except as engines to serve the story. Of course, my perspective on this has been somewhat curdled by actually seriously working on designing an RPG. Anyways, I think I'll stop here for the moment so this doesn't get too long.
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# ¿ Mar 17, 2015 14:33 |
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# ¿ May 17, 2024 23:20 |
Endorph posted:i dont know what the gently caress this thread is about It's where I hash out my manifesto before I send it to Wizards of the Coast with a note demanding they publish it or I blow up all of Dungeons and Dragons.
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# ¿ Mar 17, 2015 14:42 |
PurpleXVI posted:Storygames: The cool, right thing that happens when I play my favourite RPG's. I'm curious as to how you got this from things so far, or why you're messing up the epic loving RPG dot net meme.
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# ¿ Mar 17, 2015 15:09 |
OtspIII posted:Just ducking in for a second to say I've been thinking about this a lot since last night, but that I won't really have any free time to post for a few hours. It does, but I wanted to be rigorous and distinguish narrative from the events themselves. We can drop it for the purposes of this thread, though I'm not going to edit the post for the sake of posterity.
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# ¿ Mar 17, 2015 15:14 |
I was thinking that procedural and dramatic were the best terms, but now I feel they'd be confusing, because we have the powergamer/whatever-you-call-people-who-make-ineffective-characters-for-"roleplaying" types who blend the two.
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# ¿ Mar 17, 2015 16:30 |
FactsAreUseless posted:Oh great, now we can choose between roguelikes and visual novels. Thanks. LMAO. You've been on fire recently.
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# ¿ Mar 17, 2015 16:55 |
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# ¿ Mar 17, 2015 17:28 |
Glorified Scrivener posted:Thanks and I’ll try to organize my thoughts more clearly. Please don't capitalize "plot" or "event" in this thread.
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# ¿ Mar 17, 2015 19:08 |
Glorified Scrivener's games should all just be called "A tribute to Jim Morrison."
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# ¿ Mar 17, 2015 19:36 |
UnCO3 posted:This is starting to sound a bit GNS. "Procedural" and "dramatic" are terms from actual literary studies, so it's only GNS if every bit of theory is GNS. That being said, I don't think that there's necessarily anything useful in practical terms for both design and play in distinguishing between games according to this aspect, and I'd be surprised if there was. Even distinguishing between playstyles is likely to only have limited benefits, even if it's as meaningful as what WOTC has already done. I also disagree heavily with your analysis because it treats all failures as identical ones, even as it says "does it account for multiple types of failure." This would require a lengthy response for me to go into why I feel that that makes it not particularly meaningful, so I'm not going to go into why I consider that a major flaw right now. Have to put some things together first.
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# ¿ Mar 17, 2015 20:05 |
UnCO3 posted:Ah come on mate, it's a waste of time to say you think I'm wrong but don't have the time to explain why. Give me a reference or a premise or something to work with. Okay. The basic problem I have is that the heuristic doesn't really do what you say it does. Take D&D, for example. If we look at an encounter, (using the 1e/2e definition where every situation where you have interact with specific things in the game) we generally have a spectrum of possible outcomes from best to worst, sometimes forked. The party can accomplish all of its goals, end up getting completely killed, or anything in between. Just a four-person party, regardless of its objectives, has five possible final states without considering limited resources. It's in fact quite possible to construct an encounter in, say, D&D 4e, that has more meaningful outcomes than Heroquest's nonary resolution mechanics and is still eminently playable. Of course, it would be a combat encounter and most of them don't achieve that level in any case. So there's that, one pretty important example of D&D falling into the "storygame" quadrant. It's also the most important one. "Failure driving the story forward", if it is distinct from more-or-less consensual railroading, is encapsulated in this as well. "Equivalent mechanical significance and depth"? I have no idea what this means, really. Binary resolution means that success and failure are equivalently important automatically, and while critical hits may break this, it's also not anything that draws much discussion except in a highly altered form. "Influence over when and how" and making an infinite string of failures non-discouraging are things that require a lot more clarity, because as they stand they suggest bad design. If you mean something like Fate Points for the first one, though, that's a great segue into what your heuristic seems to be sorting, to me. It's sorting out abstraction from concreteness. Because, well, if we take an idealized RPG that has one roll for attack and damage, and where each unit only rolls once per turn, a four-turn combat between two teams of four involves 32 rolls. In something like Fate, it would involve 8. In D&D, the number of rolls would be even higher, and so you'd need more than quadruple the number of Fate Points in order for them to have the same mechanical weight and power, and they would need to be individually weaker. Because Fate is abstract. AW is even more so. But this abstraction is why you need trinary resolution and so on and so forth, because you have to compress all the things that would go down in a concrete game's fight or hacking sequence or whatever into one or two rolls. Abstract versus concrete really shouldn't, in my opinion, be a gigantic split when it comes to design. AW doesn't have gigantically different GM advice from D&D, at its core level. And for that matter, it's also a spectral phenomenon. Note that you can apply this not only to D&D but also to a lot of other conventional games.
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# ¿ Mar 17, 2015 22:46 |
FactsAreUseless posted:Okay in all seriousness real short summary: People get very, very angry if you don't carefully define the difference between an RPG and a "storygame," and there's an entire website dedicated to it (RPGSite), the owner of whom sincerely believes there is some sort of insane thoughtcrime conspiracy to destroy RPGs forever. Okay. So does the stupidity come in because the posts are too long, or is it just that any kind of thinking about roleplaying games beyond "is this good/bad" is stupid in and of itself, or is it for some reason that you can't articulate in a single sentence, or what?
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# ¿ Mar 17, 2015 23:15 |
FactsAreUseless posted:The storygames vs. RPGs thing is stupid on its face, and writing this many words about it is stupid, and also the words in the word pile are stupid words, like "heuristic" and "wobbling." Okay. I'm not arguing about "storygames vs. RPGs", and I'm sorry that I misinterpreted your jokes in this thread as being in good fun.
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# ¿ Mar 17, 2015 23:23 |
FactsAreUseless posted:Did you think it was in good fun when I mocked you for melting down in QCS also? No, I didn't. I didn't suspect, though, that you would jump in solely or primarily to make fun of me, because I had a higher opinion of you than that. Oh well.
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# ¿ Mar 17, 2015 23:25 |
DalaranJ posted:Can you clarify your earlier chat thread comment about not liking 'fail forward'? Do you think it is poor when taken outside the context of consensual railroading, or do you dislike it altogether regardless of play mode? There's a thing called "fail-forward" which is just "Don't have a failed roll stall things", which is a good principle. There's another thing called "fail-forward" which seems to involve draining failure of meaning, (what I meant by railroading) which I consider bad. I feel that the first has enabled the second because it's "forward", and it really should be called "fail-sideways", if anything.
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# ¿ Mar 18, 2015 13:19 |
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# ¿ May 17, 2024 23:20 |
Everblight posted:So because we met our Patreon goal for our podcast, I've been roped into running a game of Dread live on stream Saturday. Of course, before we met the goal, I promised that it would be JURASSIC DREAD, with dinosaurs. Dread actually works better when it's somewhat gonzo. It's designed to emulate the structure of a bodycount horror film more than anything, and it's rare to see one of those that isn't a little goofy or campy.
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# ¿ Jul 10, 2015 04:43 |