it might be because i'm kinda drunk, but this is blazing, inspirational, burning writing. you make me want to kidnap people to roleplay with.
Not sure what my excuse is, then. I haven't had a drop.
RAGE AGAINST THE STORY MECHANICS
That is indeed why I game, and also something that strongly inspires my RPG writing.
Next time we get together, remind me of this. I have somethings to say about it, but the net won't carry them.
I'll buy you beer too.
You get it. Good God, man you get it.
Brilliant, just brilliant. It's like someone finally explained why I play RPGs.
This is something I've tried to explain in the past and not really had the words to do so. Awesome.
Not wrong. Caustic, overstated, but definitely not wrong.
However, there's a completely different motivation for "playing story" that this doesn't see at all and is in violent denial of. Not to *experience* anything. To *say* something. "This is how it should have been." TO take a fiction (or a reality) and *refuse* it, remake it, bend it to your own will. That's why I play, most often. I get the whole "vicarious experience" thing - truly. I'd rather get that in another medium. I come to RPGs to *create*.
You come to RPGs to shape the world. You come to have an impact, to make a difference. That is what you come to RPGs for, to mean something. In a world and a society where you are degraded and belittled by the powers that be, in an RPG you can be somebody. In a story you watch as another does heroic things, in an RPG you can be the hero.
No, no. I want to tell that story. It's not about *being* that character. It's about *creating* and *portraying* that character.
This is exactly what I feel.
It is also reason why I no longer go to The Forge or Story Games. I appreciate what the posters on those sites are trying to do. It just isn't what gaming is to me.
Meh. It's not true when those guys say it, either. Or the guys over there, or over there, or when I do it.
I disagree that storytelling isn't part of it. To me TRGP is about the group (the entire group) building on each other's creativity. I've always enjoyed the storytelling aspect, it's just that my players and I (or my GM and us players) both worked at writing the story. My players and I were not afraid to re-work our ideas as they unfolded if they were not jiving with each other. I'd have an idea of where I expected things to end up, but they didn't always get where I expected them to. If the players took things in an unexpected direction, I'd go with the flow. The GM is still the lynchpin of the process, the central point through which the ideas all flowed, but it's the whole group that works at it.
A roleplaying game isn't about your story, a roleplaying game is about you. You with a few differences, but you. The group you play with is not working together to create something, the group you play with is working together to solve a problem. It could be something grand and glorious like stopping the destruction of reality as we know it. It could be finding something to do on a Thursday night in the Wight Town neighborhood when you're broke and your god is miffed at you for being a wise ass. You want to treat cats as clarinets, and that is a goal doomed to failure.
the group you play with is working together to solve a problem.
And the story unfolds as they solve it.
You want to treat cats as clarinets, and that is a goal doomed to failure.
Sounds like you need a better gaming group.
Huh. A role-playing game that never becomes a story bores me. I have to have a story. But then, I don't understand why the RIFTS game wasn't about story? It sounds like there was a story, anyway.
I think his problem is with "Story Now!", when your goal is a story, and you do things to create a story (possibly only if it's the main goal or comes at the expense of "role-playing"?).
Everything can become "Story later", fuck, a Chess game can be made into a 'story'.
Edited at 2008-07-20 07:49 pm (UTC)
Heh. I'm very much in the "Sometimes you feel like a nut, sometimes you don't" gamer faction. Sometimes I want one style of game, and sometimes another. I suspect that for longer-term play, my preferences are close to Malcolm's, but I like "Story Now" games too.
"A role-playing game that never becomes a story bores me."
Sounds to me like somebody has become a glutton for tedium.
I once played a story game that was like a super awesome jazz improv.
It was a con game. There were seven of us. I knew two of the others pretty well, two passingly well, and the other two were pretty much strangers to me.
Somehow, after an hour of character creation, premise generation, and boundaries-setting, we all slipped into a weird merged mindspace. We knew when to solo. We knew when we should be audience and when we should be supporting cast. We knew when to wisecrack, when to give heat, when to take heat. We were cohesive even when our guns were in each others' faces and a single pip on a die prevented two guys from becoming deck pizza topping.
It was completely instinctive. I don't know where much of what I did or said came from, it was just there, in some zen space.
I'd lived in the moment that way exactly once before. It was back when I was a linebacker, and I had a three-interception game.
And when our timeslot was running down and the end came, we were all utterly surprised by the outcome of this thing that all of us created, that none of us alone could have created. I won't ever forget that game, or the people involved, or how, when the ending revealed itself, everyone surrendered to it because it was so ideal.
It sounds like you'll never have that experience.
You're describing the psychological state called "flow," which I've done previous writing about. Flow is done. Everybody's experienced it and it doesn't correlate to any particular activity, as you yourself admit when you compare it to a sports flow-state.
Flow is interesting, because group flow is essentially the psychology of fascism or cult activity. Subordination to arbitrary directives, loss of individuality -- it's identical to the psychological state desired by authoritarian institutions.
I've felt it. Why the fuck should I desire it? It's just a stupid trick.
I'm not interested in "flow." I'm interested in roleplaying, and the things only it does.
From: (Anonymous) 2008-07-23 08:46 pm (UTC)
Interesting | (Link)
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Malcolm is always wrong, he is wrong about everything he has ever written, and possibly wrong about everything he has ever thought (if only we could but know for certain!), but this is a very interestingly wrong critique with much valuable about it, so it would be untoward for me to argue. Kudos.
JDCorley
![[User Picture]](http://l-userpic.livejournal.com/90552559/260257) | From: eyebeams 2008-07-23 09:33 pm (UTC)
Re: Interesting | (Link)
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Your statement is not nearly as useful a cover for your intellectual cowardice as you think.
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