The Forge Reference Project

 

Topic: A Non-RPG Example of Premise in Play
Started by: lumpley
Started on: 5/24/2004
Board: GNS Model Discussion


On 5/24/2004 at 3:32pm, lumpley wrote:
A Non-RPG Example of Premise in Play

Check out Scott McCloud's current morning improv, Mimi's Last Coffee. Requires Flash.

You've got a thematically charged setup and characters locked into it. You can see from reading the comic that whatever the characters do, conflict escalates and resolves. Just like in Narrativist play: the right characters in the right conflict will create a story no matter where they go.

I think it's nifty. I think it illustrates Narrativist play better than movies or books do.

-Vincent

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On 5/24/2004 at 7:37pm, M. J. Young wrote:
RE: A Non-RPG Example of Premise in Play

For those of us who neither have nor want Flash using up our system resources, is it worth asking for more details?

--M. J. Young

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On 5/24/2004 at 8:32pm, Emily Care wrote:
RE: A Non-RPG Example of Premise in Play

Hey M.J.,

There is a non-flash version here. But it doesn't do it justice.

It's a multi-directional comic, kind of like a cross between scrabble and a comic strip. You draw each panel and place them one after another. Most of them are in one long line in the Flash version, but some branch off forming shorter story arcs that take different turns than the main branch. I think I've seen him done them in grid formats too

I believe this is an outgrowth of Scott's 5 Card Nancy.

--Emily

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On 5/24/2004 at 8:43pm, lumpley wrote:
RE: A Non-RPG Example of Premise in Play

It's kind of like his (non-Flash) Choose Your Own Carl. Only more like a tree than like a crossword, if that makes sense.

-Vincent

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On 5/24/2004 at 10:06pm, Jack Spencer Jr wrote:
RE: A Non-RPG Example of Premise in Play

It's sort of like a Choose Your Own Adventure except with prose passages, it uses comics panels.

But McCloud's experimental comics design is besides the point here. What Vincent wants to focus on is how the story build and the reader's choices are instrumental in making the story.

This did make me realise why I am not disenchanted with variable plot novels as a substitute for roleplaying. What do I mean. First, click on the link and read one of them comics. Did you? Good. Did you read only one possible outcome? No? Me either. With something like this it is too tempting to try to see all of the possible outcomes/stories. That's really not possible in roleplaying, is it. Not unless you have a like-minded group who doesn't mind playing the same situation over and over again.

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On 5/25/2004 at 1:22pm, lumpley wrote:
RE: A Non-RPG Example of Premise in Play

Actually I wanted to talk about how the author's choices are instrumental in making the story. Particularly, given the characters and the setup, any choices McCloud makes will lead to a story. All he has to do is be true to the characters. Just like in play - when we have good characters set up well, we have no choice but to address Premise.

We don't usually get to see that illustrated so clearly outside of roleplaying. Usually we only get to see the end result of one string of choices.

-Vincent

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On 5/25/2004 at 1:24pm, ethan_greer wrote:
RE: A Non-RPG Example of Premise in Play

Groovy. Thanks for the link. Gives me a better grip on this Narrativist thing I keep hearing about.

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