kalyr.com

Story vs. Experience

In a post which is mostly about podcasts and gaming conventions, Carl Cravens says:

I'd talk about indie/"story" games tangentially, but I'm not heavily into them... I steal bits and pieces that are helpful to me, but I'm not looking for a "narrative" experience... I don't want to tell a story, I want to experience a story. Most story-games don't work for me because the mechanics are about who has narrative rights... who gets to tell the story, and the mechanics may not even be tied to what's going on in the story at all.

This reminds me of the post by Joshua BishopRoby that I bookmarked ages ago but never got round to blogging about. It looks at the more extreme narrativist approach to gaming, where little or nothing is defined at the start, and just about everything, including fundamental elements of the setting itself, is made up on the fly during play.

Characters are incorporated in the setting and situation quickly, powerfully, and often inextricably. Actions and stunts become grand to the point of excessive. Stunning reversals and byzantine plots are commonplace. Which isn't better, I want to state very emphatically and very up front. It's very, very easy for this kind of set up to create a torrent of too much, too fast that tears through stuff that may be better approached with a more measured, sedate, and nuanced approach. To dodge away from LotR for a moment, this approach does not create Star Trek and Stargate; it makes Battlestar Galactica and Dr. Who.

In extreme circumstances, it makes me wonder if you really are creating a story, or just the outline of one, as emphasised by Joshua's later anecdote.

Recently, Merten at story-games started a thread asking for clarification because he simply didn't understand why Tony Lower-Basch wants to distill a complete storyline down to one hour of high-impact play. "What's your hurry?" he asked, "Why can't you savor the experience?" In responding to him, I realized that, to a large extent, I didn't understand why he didn't want these powerful tools to rock the story over the cliff screaming the whole way down. In the course of discussion, I think I understood a little better that he wanted to be there and experience events directly, and I hope he came to the point where he could see how some people weren't so interested in being there as implying things about being there.

I've played and enjoyed Primetime Adventures a couple of times, which I think is a good example of the sort of game Carl is talking about. But I consider that sort of game is so far removed from a traditional style of RPG that it falls into a quite different genre of game entirely. They give such a different play experience that I don't believe either can be seen as a substitute for the other.

So where does this leave the games I'm running? Interestingly I'm using two different approaches on my online games with a lot of the same players Kalyr has a richly detailed setting, with a lot of fundamental elements nailed down. I've defined the political and social structures, what technology is available, what psionic powers can and can't do, etc. I've also got a whole load of NPCs with pre-defined agendas. The other game, Arrhan Empire Frontiers is much more freewheeling. This is partly because I've taken over the game from another GM, and don't have the same feel of ownership over the setting. So I'll quite happily make up major plot elements on the fly, or let the players introduce significant bits of setting.

Posted by TimHall at October 01, 2006 03:09 PM
Comments

I'm somewhat bothered by the implied "The way you play is inherently boring" and "the way I play RAWKS THE STORY SCREAMING OVER TEH CLIFF!!1!!" in JBR's post.

His description of the way "direct experience" works and what it is capable and incapable of is a straw-man. The one-ring example is clearly flawed... a traditional direct-experience game can do the exact same thing, introducing a minor magic item as nothing but a magic item, and then giving it greater meaning, history and power later in the game. This is not some special power only available to story-gamers.

And I have come down to the conclusion you have... these new "story games" in many cases simply are not the same kind of game I play, or _want_ to play. I don't want to tell a story, I want to experience the story. I want there to be a coherent story, and a good story, but the direct experience is, to me, the core of roleplaying.

Thank you, Tim, for helping me remember why I quit reading all these story-games theory blogs. They just can't seem to say anything without somehow putting down the way I play. :)

Posted by: Carl Cravens on October 2, 2006 02:28 AM

To be fair, that's not what Joshua BishopRoby is saying. You're attacking the position he's saying he used to hold, then realised he was wrong.

I'm generally with you on seeing story-style games primarily as a source of ideas to steal, rather than games to play in preference to more traditional RPGs.

Posted by: Tim Hall on October 2, 2006 06:47 PM

I am well-acquainted with the "creating the outline of the story" problem that you mention, Tim. This was our experience with Polaris and Capes, especially: we never really felt like we were roleplaying. It felt more like we were talking about a game or a story that we might have roleplayed instead. I think, though, that this is more a blip than an intrinsic characteristic. We're still learning how to use the throttle in our designs to get the right speed.

And, just as a nitpick, the implied-experience thing isn't especially narrativist. In fact I can see it working for sim priorities rather well. It's just a means to an end, whatever the end might be; the paving stones of the road, wherever the road leads.

Carl, you have no idea how hard I tried to make that article sound neutral and not imply disdain. I don't disdain "direct experience" play at all; far from it. But I was so excited with what I was seeing in Atlantis that I had trouble not jumping up and down talking about it. By contrast, the mode I was contrasting with might look a little underappreciated. However, setting up everything and playing through it rather than creating it on the fly can produce some awesome games, as well, especially when the content-creator (usually the GM) has a deft hand at creating such things.

Posted by: Joshua BishopRoby on October 15, 2006 07:27 PM

I missed something in JBR's post, then. I need some time to look it over carefully and formulate a more (correctly) informed reply.

Posted by: Carl Cravens on October 15, 2006 07:28 PM
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