stevekenson (
stevekenson) wrote2008-02-25 04:33 pm
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[RPG Theory] RPGs Are Writing, Not Reading
It occurs to me that, in many regards, the lauded goal of “creating stories” in RPG play often leads to the mistaken belief that playing a good RPG should be like reading a good story of the same genre, whether fantasy, four-color comic book, cosmic horror, or whatnot.
However, in my experience, the “story” part of an RPG actually comes after the game is over, when you and your friends are recounting the cool story of what happened to each other or to someone else (”Hey remember that time we saved the world from the Overshadow?”). Playing the game is actually more akin to writing a story, including all the missteps, edits, typos, mistakes, unexpected turns, and revisions that go along with that process. It’s when GMs and players expect the game to play like reading a novel or watching a show—where the author (GM) has done all the work in advance—that things become railroady, frustrating, and disappointing.
However, in my experience, the “story” part of an RPG actually comes after the game is over, when you and your friends are recounting the cool story of what happened to each other or to someone else (”Hey remember that time we saved the world from the Overshadow?”). Playing the game is actually more akin to writing a story, including all the missteps, edits, typos, mistakes, unexpected turns, and revisions that go along with that process. It’s when GMs and players expect the game to play like reading a novel or watching a show—where the author (GM) has done all the work in advance—that things become railroady, frustrating, and disappointing.
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I've been writing about this extensively in various areas, if you feel like reading some half-formed ideas:
http://www.electronicbookreview.com/thread/firstperson/thirsty (http://www.electronicbookreview.com/thread/firstperson/thirsty) is my essay on the subject from Second Person.
http://gameplaywright.net/?cat=31 (http://gameplaywright.net/?cat=31") has links to my posts exploring the idea a bit further at Gameplaywright.
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I've been the GM who wants the game to go in direction X, because it seems really cool, despite what the players want. In my Mutants & Masterminds campaign, I had this idea of the PCs slowly learning that an alternate Earth was slowly invading their world, killing off and replacing their Earth's heroes with alternate Earth analogs.
Instead, the players simply wanted to fight hordes of robots, punch villains clear to the other side of the city, and fight epic, world-spanning battles. It took me a few sessions to figure that out and adjust ("Let's replace this villain's clue-riddled monologue with his throwing a switch as he dies that activates more DeathBots!"), but any earlier in my GMing career the game would've fallen apart under the weight of my frustration.
The stuff that happens between laying out the GM's screen and picking up the dice at the end of the night trumps everything outside of it. That stuff is why we game.
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To a large extent, I see roleplaying as a really fun night out over beers, telling stories, only with some rules structure to help you determine "what really happened" when that distinction becomes important.
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Generally if things work at all, they work out better than I planned, but of course nothing like the story I envisioned. So I never get my heart set on anything as a GM and it's all good.
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