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CarlCravens
Carl D Cravens

Tue

Apr 11
2006

20:19

Fiction... yet again

On Thu, 6 Apr 2006, Karen Cravens wrote:

> See, though, that's what I can't figure out.  I can't put my finger on
> *why* (or even *if*) the process is fundamentally different for me, and
> why I want the process to work more like writing a story but feel more
> like reading one.

I think the main difference is the process of discovery.  It's like 
coming to a bend in the path through the woods... what's just around 
the bend?

In a traditional roleplaying approach, the characters will round the 
bend, and the GM will narrate for them they discover... "Look, a 
cougar, crouching on a rock, ready to spring!  What do you do?"

In a forgite-narrativist approach, there are going to be rules to 
group-negotiate or contest for the right to narrate what's around the 
bend...  if Karen wins the right to narrate, there's a cougar, ready 
to spring.  If Bill wins the right to narrate, there's a pixie, ready 
to offer aid.  (This is a bad example because it's not really a 
conflict.)

There's no discovery there... there's a negotation of events, in which 
someone decides an outcome _before_ it actually happens in the story. 
It's the whole negotiation of Stakes... instead of there being a range 
of possible outcomes, Stakes are boiled down to just two.  If Karen 
wins, we get a cougar; if Bill wins, we get a pixie.

So when we actually get to the part of _narrating_ what's around the 
corner, it's already been decided... there's no surprise.  There's no 
_discovery_.  And because the Stakes were negotiated, neither side can 
get a result that they find undesirable.  _This_ part appeals to me 
to some extent, but the negotiation part seems to take all the fun out 
of it.  Back to that discovery aspect... if I get to negotiate all the 
outcomes, so that even if I lose, the outcome is still acceptable, 
there's no unexpected outcome that pushes me out of my comfort zone a 
little and stretches me somehow.

Hm.  The negotiated story-telling takes power away from the GM and 
puts it in the hands of the players.  And in doing so, it takes away 
the GMs ability to _surprise_ the players.

Everybody around me seems more creative than I am.  Because their 
ideas are _cool_, while the ideas I thought up are mundane?  Because 
my ideas are _known_, while their ideas are _unexpected_.  My ideas 
(often) follow a logical progression of thought... _their_ ideas 
spring into my consciousness out of nothingness, to surprise me with 
the sudden shock of creative power.  (Yo, I'm channelling John Wick 
here.)

In traditional roleplaying, we are constantly being surprised.  In 
negotiated story-telling, we control the surprise factor by 
negotiating outcomes.  We might be surprised by a creative suggestion 
for a Stake, (Player of a Demon Lord to a Angelic Champion of Light: 
"If you win, I am banished from this world forever.  If _I_ win, you 
become my apprentice.") but we are never surprised by the _process_ 
itself.

I think that's what killed _Dogs In the Vineyard_ for me... I didn't 
find the process to have any elements of surprise in it.  (That and it 
turned roleplaying into a stilted, mechanical give-and-take.)

> This is kind of it.  I can't figure out why a collaborative 
> story-telling session (which doesn't sound at all bad to me) feels 
> like cheating at a game:  yay, I got the results I wanted, but boo, 
> the *process* wasn't as much fun.  Why does it have to be a game? 
> Or more correctly: Why do I feel like I should play a game?  *Some* 
> people are perfectly happy with the collaborative story-telling 
> session... why am *I* not?  It seems like I ought to be.

I think collaborative story-telling could be fun, but it's not the 
same thing as the discovery of roleplaying.

Some of it may be that we're just not used to it.  It feels a lot like 
what the GM does when he fudges the dice, and roleplaying in general 
has had a strong tradition of fudging being "wrong."

Also, I think some of it is the "now" vs the "future".  In negotiated 
story-telling, you are working on _future_ events.  In traditional 
roleplaying, you are working on events _as they happen_.  This is 
highlighted by _With Great Power..._'s "Pencilling" and "Inking." 
When you're Pencilling, everyone in the group is giving input into the 
scene... what they think would be cool, what _your_ character might do 
or feel, and so on.  Then once you've decided all of the details, you 
"Ink" it by narrating the final version.

There's a lack of "letting the dice stand" here... there was no chance 
for things to go weird or unexpectedly that wasn't deliberately 
introduced by a player.  While the dice might be capable of 
introducing things I find undesirable through extreme results, there's 
a range of "the unexpected" somewhere between "extreme" and "average" 
that I desire from them.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
And old UNIX programmers never die, they just lose their grep.
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