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Archive => RPG Theory => Topic started by: Bill Cook on October 02, 2003, 01:35:52 PM

Title: Get What You Play For!
Post by: Bill Cook on October 02, 2003, 01:35:52 PM
I invite you to use this sheet to dial up and flip on your RPG play preferences.  It may even help to articulate preference across your group and lead to an understanding of underlying differences.

In most cases, the following issues are addressed specifically by the system you play, thereby promoting different types of play experience.  For the purpose of this exercise, simply note your preferences, without regard to system.

Our attention begins with a mix of combat and story.  Here I define story as "non-combat character action."  To me, combat without story lacks context.  I also find that story without combat can sometimes drag.  There's a conundrum here: characters make stories go, yet there's a risk they might die in combat.  How should play manage the threat of character death?

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Title: Get What You Play For!
Post by: Mike Holmes on October 02, 2003, 05:31:47 PM
Looks pretty cool. Are you looking for some feedback on this? If so, what? I'm not sure that it would be considered appropriate for people to actually post their results here.

Mike
Title: Get What You Play For!
Post by: Gordon C. Landis on October 02, 2003, 10:06:01 PM
Yeah, definitely some cool stuff there.  I suspect its value for most people I play with would be to serve as a springboard for discussion of why the preferred answer isn't really covered by the options provided.  But I'm reluctant to go down that road in this thread - unless that's the kind of feedback bcook is looking for?

Gordon
Title: Re: Get What You Play For!
Post by: John Kim on October 02, 2003, 10:38:06 PM
First of all, I like this a lot in when it addresses fairly concrete cases: character death, and party split up.  If you are giving a quiz, it be as specific as possible.  

Quote from: bcook1971Our attention begins with a mix of combat and story.  Here I define story as "non-combat character action."  To me, combat without story lacks context.  I also find that story without combat can sometimes drag.  
Hrrrm.  I think this is a somewhat peculiar definition of story, actually.  I think separating combat and non-combat is a good idea, but I'd prefer a better term for non-combat.  

Quote from: bcook1971Play Mode
1) Pre-determined.
  • Pro: Highly structured play that insures something will happen.  It can be fun to see where things take you.
  • Con: It can be tedious following directions and frustrating to neglect one's impulse.  The limitations of the script may chaff.[/list:u]2) Protagonist
    • Pro: Freedom to decide interest; power to alter a story's direction.  It's an adventure to create your own experience.  
    • Con: There may be no connection, no interest developed.  The weight of the lead can be daunting.[/list:u]
I'm dubious about the pre-detemined vs protagonist distinction.  First of all, I think the latter should be "improvised" or just "non-pre-determined".  I think you don't actually mean protagonist in a literary sense.  I agree with both the pro and con of pre-determined.  However, the improvised comments make little sense to me.  Collectively, the group always have power over a story's direction -- the question is whether they exercise that power in advance, or at the spur of the moment.  A separate question is about how story control is divided among the GM and players.
Title: Get What You Play For!
Post by: Mike Holmes on October 02, 2003, 10:57:01 PM
Just vigourously shaking my head in agreement with John's statements.

Mike
Title: Get What You Play For!
Post by: Bill Cook on October 03, 2003, 05:22:38 AM
Quote from: Mike HolmesAre you looking for some feedback on this? If so, what? I'm not sure that it would be considered appropriate for people to actually post their results here.

Feedback is not unwelcome.  Please share your impression of this format and these issues.  Are they relevant?  Do the options express an elegant yet thorough range?  Is there a play preference that is related to this group that has been omitted?  I agree with your propriety.

Quote from: Gordon C. LandisI suspect its value for most people I play with would be to serve as a springboard for discussion of why the preferred answer isn't really covered by the options provided. But I'm reluctant to go down that road in this thread - unless that's the kind of feedback bcook is looking for?

Cool.  Yes, it is.

Quote from: John KimI think this is a somewhat peculiar definition of story, actually. I think separating combat and non-combat is a good idea, but I'd prefer a better term for non-combat.

I also have misgivings about the choice.  I welcome your suggestion.

Quote from: John KimI'm dubious about the pre-detemined vs protagonist distinction. First of all, I think the latter should be "improvised" or just "non-pre-determined". I think you don't actually mean protagonist in a literary sense.

Maybe my expression of play mode is just a restatement of preference over authorship.  My source is a series of articles (http://www.rpg.net/news+reviews/collists/waystoplay.html) by Chris Chinn.

Quote from: John KimI agree with both the pro and con of pre-determined. However, the improvised comments make little sense to me.

The pro is unsatisfying; however, the con is spot on to what I mean.  I think most people can sympathize with the disappointment of nothing happening where the expectation that something would was so considerable that nothing was pre-determined.

Quote from: John KimCollectively, the group always have power over a story's direction -- the question is whether they exercise that power in advance, or at the spur of the moment. A separate question is about how story control is divided among the GM and players.

True to a degree, and that is a telling condition.  But more to your assertion, if game play is a straight read, I see limited power.  That timing bit checks the pulse of distinction.

I read "story direction" as "what happens next" and "story control" as "who gets to say."  I think the first issue is mastered by degree of reference and the second by authority.

I see 3 possibilities as to approach: rendering, interpreting and brainstorming.

Btw, thanks for the "cools" and "like a lots."  Makes me feel good:)
Title: Get What You Play For!
Post by: John Kim on October 03, 2003, 07:07:30 PM
Quote from: bcook1971
Quote from: John KimI think this is a somewhat peculiar definition of story, actually. I think separating combat and non-combat is a good idea, but I'd prefer a better term for non-combat.
I also have misgivings about the choice.  I welcome your suggestion.
I don't have a great one other than "non-combat".  Maybe "dialogue"?  But that is a bit deceptive as well if it includes things like travel, investigation, and technical work.  

Quote from: bcook1971
Quote from: John KimI'm dubious about the pre-detemined vs protagonist distinction. First of all, I think the latter should be "improvised" or just "non-pre-determined". I think you don't actually mean protagonist in a literary sense.
Maybe my expression of play mode is just a restatement of preference over authorship.  My source is a series of articles (http://www.rpg.net/news+reviews/collists/waystoplay.html) by Chris Chinn.
OK.  Really, Chris' articles are advocacy of what he calls the  "protagonist" style of play -- teaching how it works and explaining why he likes it.  He doesn't try to be even-handed, or to describe pre-determined play much, because it isn't his interest.  However, in a quiz like yours, you are trying to distinguish preferences.  I'd suggest a split more like "planned" vs "improvised" for plot.  But you need more questions on this to separate between GM-vs-player control and planned-vs-improvised.

Quote from: bcook1971
Quote from: John KimCollectively, the group always have power over a story's direction -- the question is whether they exercise that power in advance, or at the spur of the moment. A separate question is about how story control is divided among the GM and players.
True to a degree, and that is a telling condition.  But more to your assertion, if game play is a straight read, I see limited power.  That timing bit checks the pulse of distinction.

I read "story direction" as "what happens next" and "story control" as "who gets to say."  I think the first issue is mastered by degree of reference and the second by authority.

I see 3 possibilities as to approach: rendering, interpreting and brainstorming.
Let me see if I understand this.  I'll try at some definitions which seem to fit the words.  Rendering is highly pre-planned story, where the group has defined all the major events in advance.  Play consists of portraying and adding nuance to what happens.  Interpretting is loosely planned story, where the group defines a broad storyline -- including the central conflict and important characters, but not all the events.  Play consists of seeing how the conflict is resolved.  Brainstorming is deciding on the story only after play has started.  

Maybe you could come up with a separate question for story planning and for story control?
Title: Get What You Play For!
Post by: Bill Cook on October 04, 2003, 06:30:12 AM
Quote from: John KimRendering is highly pre-planned story, where the group has defined all the major events in advance. Play consists of portraying and adding nuance to what happens. Interpreting is loosely planned story, where the group defines a broad storyline -- including the central conflict and important characters, but not all the events. Play consists of seeing how the conflict is resolved. Brainstorming is deciding on the story only after play has started.

That's the idea.  What I had in mind is

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