[ingenero] creative tension

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Kevin Vito:
Quote from: stefoid on February 08, 2011, 07:31:35 PM

Why do you think I should kill them and take their stuff?


It's a joke.

stefoid:
I was just mucking with you Kevin.

OK, here is my rules on collaborative/contributive narration for my game:  what do you think?
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Everything that occurs during story phase 'just happens' -- no dice rolling or anything else is required.   Players just assert or suggest things as they see fit.   If it concerns the actions or decisions of the player’s own character, then they can be made as positive statements -- assertions.  “My character does this”  “Agent Smith decides to run”.  If it concerns anything other than that, it should be a suggestion.  “What if…?”  “How about…?”

Any player can ask ‘Why?’   With multiple people contributing to the narrative, there exists the possibility that someones contribution is going to jar with someone elses imagination.    When this happens, the rule is that any listener can simply ask:  Why?  Why would that happen?  Why did she do that?  etc…  This is not an attack or critique, it is merely a request for more information.  The person making the contribution can then explain why it makes sense to them, and hopefully, bring everybody else back to a happy shared imagined space.    In any case, if the contribution is about the narrating player’s own character (the characters decisions or actions) then that is the end of it.  Players are allowed to make any assertion about their own characters decisions or actions that they like. 

Any player can suggest.  Any and all players can make suggestions, even contradictory suggestions about the same situation – that is how the game is played.  The GM will choose which suggestion to adopt, modifying it as she sees fit.  If a player makes a suggestion, anyone may still ask “Why?”  But there is no need to critique or discuss the answer.  Merely leave it to the GM, or come up with a counter suggestion, as is every players right.

czipeter:
I love these rules.

Mike Sugarbaker:
In the context of your first post, the "why" rule is basically just a framework for people to be passive-aggressive and avoid the real problem. The real problem is people aren't invested in the same fictional space to the same degree. Neither of these rules will address that, and the "why" rule in particular is just a stick that people can use to hit each other over it.

For making sure you understand a player's intent behind an action, it's of course very effective to institutionalize the right to ask "why," but that doesn't have much of anything to do with creative tension as you describe it.

stefoid:
Quote from: Mike Sugarbaker on March 14, 2011, 01:30:12 PM

In the context of your first post, the "why" rule is basically just a framework for people to be passive-aggressive and avoid the real problem. The real problem is people aren't invested in the same fictional space to the same degree. Neither of these rules will address that, and the "why" rule in particular is just a stick that people can use to hit each other over it.

For making sure you understand a player's intent behind an action, it's of course very effective to institutionalize the right to ask "why," but that doesn't have much of anything to do with creative tension as you describe it.


Ive changed my 'why?' to 'Tell me more', because its less confrontational.

Whats your alternative, simply call the player on it?  In my example, its pretty straight forward case of "investment mismatch" , but maybe its a bad example.  If it really is just a case of "something you said doesnt match my imaginary world", actual creative differences.  what then?

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