Forum changes: Editing of posts has been turned off until further notice.
Started by Paganini, June 18, 2004, 11:29:38 AM
Quote from: PaganiniI'm thinking that what people are really looking for here are not guidelines for "how to play narrativist," but rather more specific guidelines of "how do I make my premise be compelling?" This would make sense to me, and explains why Jack likes to talk about Mckee's "turning points," and so on. To my way of thinking, these are techniques for creating a particular kind of premise that is a subset of premises generally.
Quote from: pfischerMcKee calls it "one huge master event" made up of acts, which again are made up of Scenes, which are made up of sequences, which again are made of beats.
Quote from: Jack Spencer JrI don't mean to be snarky, but McKee says a hell of a lot more about is, and is not, a story than this. This only follows, actually. He must have had something to say in 400+ pages. Stuff like: Story is life at the extremes. Story is a metaphore for life. Story is the currency of the human condition. Story is an abstraction of life as lived. And so on.BTW, that's Paganini, not Paka
Quote from: PaganiniYou're looking for techniques to use in *setting up* those problematic issues to maximize their impact. You don't just want there to be story, you want there to be GREAT story. You want your stories to carry potent literary merit.
Quote from: contracycleActually, I'd settle for crap story; I have yielded the field of great story to Narr. The point I'm making is that concepts like "rising action" do not come naturally to Sim players - they have to be systematically or structurally encoded.And that discussion of Story only on the context of narrativist premise-driven story now is eliding the broader role of story and dramatic structure more generally.See that argument that play constitutes a challenge-response model? Thats exactly the same as a bang, and a response to a bang. But I want to look at them procedurally, structurally, rather than in terms of the import to the players.
QuoteGareth, I have no problem with this as such, as long as we recognize that it doesn't fall within the scope of Narrativism as defined by GNS.
QuoteWould you agree that any sequence of events can be structured according to literary techniques, regardless of the Creative Agenda used to *produce* that series of events?
Quote from: PaganiniSo, Gareth, what do you think about the Riddle of Steel? It seems like a lot of people are drifting it in a sim-heavy direction, with a minimal, yet still present, Narrativist "nudge" from the Spiritual Attributes.