Fair Game
Tell Meg
Tell Emily
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On 2006-01-13, xenopulse wrote:
Emily,
I need to write a few thousand words on CONGs someday to get through this all in detail.
In short, a lot of play I've seen is actually not very structurally planned at all. It's mostly about character interaction, building relationships, and seeing how everyone interrelates. The problem with creating stories in this environment is that it has no agreed-upon "setting", if you want. Try creating situations without setting, and you're left with what you have: characters. Ergo, character interaction.
There's planning and scheming going on in the background, and people talking ooc all the time, but it's hard to really plan much when you can't enforce anything. That's why small groups form that grant GM powers to a player for running small scenarios. Or other games where you create a hierarchy. We had a game where the GM played a Queen of a realm with several smaller kingdoms. Some players got to create Houses and rule over them (IC as well as OOC as sub-GMs), and she'd resolve disputes between the Houses, also IC and OOC. That worked pretty well, actually, though you get to the point where people befriend the queen OOC to have her favor IC, etc. etc.
Anyway. The point is, once smaller groups form, you get more structure and trust and favorable negotiations, and then more planning and actual plots and setting and situations.
- Christian
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