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	<title>Comments on: Story vs. Experience</title>
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	<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/story-vs-experience/</link>
	<description>The blogs of Tim Hall</description>
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		<title>By: Carl Cravens</title>
		<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/story-vs-experience/comment-page-1/#comment-977</link>
		<dc:creator><![CDATA[Carl Cravens]]></dc:creator>
		<pubDate>Sun, 15 Oct 2006 19:28:14 +0000</pubDate>
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		<description><![CDATA[I missed something in JBR&#039;s post, then.  I need some time to look it over carefully and formulate a more (correctly) informed reply.
]]></description>
		<content:encoded><![CDATA[<p>I missed something in JBR&#8217;s post, then.  I need some time to look it over carefully and formulate a more (correctly) informed reply.</p>
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		<title>By: Joshua BishopRoby</title>
		<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/story-vs-experience/comment-page-1/#comment-976</link>
		<dc:creator><![CDATA[Joshua BishopRoby]]></dc:creator>
		<pubDate>Sun, 15 Oct 2006 19:27:27 +0000</pubDate>
		<guid isPermaLink="false">http://kalyr.co.uk/wordpress/?p=502#comment-976</guid>
		<description><![CDATA[I am well-acquainted with the &quot;creating the outline of the story&quot; 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&#039;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&#039;t especially narrativist.  In fact I can see it working for sim priorities rather well. It&#039;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&#039;t disdain &quot;direct experience&quot; 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.]]></description>
		<content:encoded><![CDATA[<p>I am well-acquainted with the &#8220;creating the outline of the story&#8221; 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&#8217;re still learning how to use the throttle in our designs to get the right speed.</p>
<p>And, just as a nitpick, the implied-experience thing isn&#8217;t especially narrativist.  In fact I can see it working for sim priorities rather well. It&#8217;s just a means to an end, whatever the end might be; the paving stones of the road, wherever the road leads.</p>
<p>Carl, you have no idea how hard I tried to make that article sound neutral and not imply disdain.	I don&#8217;t disdain &#8220;direct experience&#8221; 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.</p>
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		<title>By: Tim Hall</title>
		<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/story-vs-experience/comment-page-1/#comment-975</link>
		<dc:creator><![CDATA[Tim Hall]]></dc:creator>
		<pubDate>Mon, 02 Oct 2006 18:47:21 +0000</pubDate>
		<guid isPermaLink="false">http://kalyr.co.uk/wordpress/?p=502#comment-975</guid>
		<description><![CDATA[To be fair, that&#039;s not what Joshua BishopRoby is saying.  You&#039;re attacking the position he&#039;s saying he used to hold, then realised he was wrong.

I&#039;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.]]></description>
		<content:encoded><![CDATA[<p>To be fair, that&#8217;s not what Joshua BishopRoby is saying.  You&#8217;re attacking the position he&#8217;s saying he used to hold, then realised he was wrong.</p>
<p>I&#8217;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.</p>
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		<title>By: Carl Cravens</title>
		<link>http://www.kalyr.co.uk/weblog/sf-and-gaming/games/story-vs-experience/comment-page-1/#comment-974</link>
		<dc:creator><![CDATA[Carl Cravens]]></dc:creator>
		<pubDate>Mon, 02 Oct 2006 02:28:37 +0000</pubDate>
		<guid isPermaLink="false">http://kalyr.co.uk/wordpress/?p=502#comment-974</guid>
		<description><![CDATA[I&#039;m somewhat bothered by the implied &quot;The way you play is inherently boring&quot; and &quot;the way I play RAWKS THE STORY SCREAMING OVER TEH CLIFF!!1!!&quot; in JBR&#039;s post.

His description of the way &quot;direct experience&quot; 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 &quot;story games&quot; in many cases simply are not the same kind of game I play, or _want_ to play.  I don&#039;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&#039;t seem to say anything without somehow putting down the way I play. :)]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m somewhat bothered by the implied &#8220;The way you play is inherently boring&#8221; and &#8220;the way I play RAWKS THE STORY SCREAMING OVER TEH CLIFF!!1!!&#8221; in JBR&#8217;s post.</p>
<p>His description of the way &#8220;direct experience&#8221; works and what it is capable and incapable of is a straw-man.  The one-ring example is clearly flawed&#8230; 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.</p>
<p>And I have come down to the conclusion you have&#8230; these new &#8220;story games&#8221; in many cases simply are not the same kind of game I play, or _want_ to play.  I don&#8217;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.</p>
<p>Thank you, Tim, for helping me remember why I quit reading all these story-games theory blogs.  They just can&#8217;t seem to say anything without somehow putting down the way I play. <img src='http://www.kalyr.co.uk/weblog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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