Story before, Story Now, Bunch of Crap?
stefoid:
Quote from: Ron Edwards on November 29, 2011, 07:48:05 PM
Everyone knock it off until I can get to this one, OK?
Glenn, I'm good with this. The only honest answer can be links to Actual Play example threads. I'll look up the right ones, make a list, and see what you think. All I ask is patience - I'm a busy father, a harassed university prof, a beleaguered RPG publisher, all at once, and sometimes I get steamrolled (like last week and Thanksgiving).
Best, Ron
Whoops
Ron Edwards:
Hey Glenn,
I thought it over and decided the thing to do is talk about this "Story Now" thing. It's a big deal here at the Forge, in a couple of other terms, describing - and here's no jargon at all - why to play. It's definitely not the only reason, but it's one of the big ones. And I want to stress that it is not required, so it's not like I'm telling anyone what to do.
One of the best discussions about this at the Forge came when a guy named Levi was looking over the list of these reasons (three of them) and could not tell what we were talking about. He couldn't see why we said they were separate, couldn't see how to apply the ideas to play, and was about this close to deciding that the Forge discussions were irrelevant to anyone with a lick of sense. He was fully willing to consider anything that made sense.
In Frostfolk and GNS aggravation, I showed him what we were talking about. In [Frostfolk ,] Carrying on, I showed him how the rules and procedures of play are related to that. It's all discussed in terms of what they were actually doing at the table.
A lot of what you're saying is already really close to what I'm saying.
I hope you'll bear with me here for one more point: that when I say Story Now, I'm not just talking about the minor issue of making stories in play. I'm talking about two things: (i) wanting fictional stuff in play that is emotionally engaging, gets the blood pumping, stuff you want to do something about; and (ii) not wanting any significant outcomes pre-determined or under anyone's arbitrary control, at all. In other words, no fair prepping plot. Or rather, go ahead and prep problems, but not outcomes, no "sequences" or plotlines. In Story Now play, there is no "GM controls the story." The story only appears because the player-characters' actions do matter.
So it's a lot like what you're describing you do already, especially if you were to let go of your own planned-GM plot from the very outset. And yes, no player gets to take over those reins and go "me me me" either. The back-and-forth you're talking about it is spot on.
Best, Ron
Anders Gabrielsson:
Quote
(i) wanting fictional stuff in play that is emotionally engaging, gets the blood pumping, stuff you want to do something about; and (ii) not wanting any significant outcomes pre-determined or under anyone's arbitrary control, at all.
This should be the t-shirt. I've been struggling with what Story Now means, and this made it click for me. If this was posted in big letters on the front page a lot more people would know what Story Now means, I think.
Glenn Vandre:
Hey Ron (and others),
Thank you for your reply and explanation. I also read your suggested links to Levi's thing and found that to be useful as well. I especially liked the "three pigs example", as well as the discussions on social contract and character agenda. Before, I felt like I kinda thought I knew what it was, but in a muddled up, frustrated way that caused me to question. Now, I believe the fog has lifted and I'm much more clear (and enlightened) on what Story Now is or can be.
Since my begining post on this thread was long-winded, this one won't be :)
Late...
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