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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 161 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
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Author Topic: Get to the /point/, a minor revelation  (Read 7142 times)
joshua neff

Posts: 949

« Reply #15 on: June 29, 2002, 06:14:19 AM »

Right. Good point, Chris. As Ron said above, there's no good filler--if it's good, it's not filler. There's a point to it, a necessity.


"You can't ignore a rain of toads!"--Mike Holmes

Posts: 23

« Reply #16 on: July 01, 2002, 06:20:34 AM »

Quote from: greyorm

My games, as recently as a year ago, suffered from the going nowhere syndrome you've described.  Sessions of doing nothing but acting and posing by my players, which, as (I discovered), was them trying to get something to happen...something interesting, something meaningful to fill up that empty space between important events...or to rephrase, something meaningful to fill up the space between meaningful events, something important in between the important events.

Sounds incredibly stupid, right?

"We need an important event to happen, but we can't let an important event happen." Talk about working at cross purposes with yourself!

You've just described a lot of the awful games I ran a few years ago at the height of my "story crafting" stage.  It's certainly the reason why I felt the whole "get to the point" thing as an epiphany.  

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