In Pendaric's defense he's not the first to have these crazy thoughts. Although the way he lays them out it becomes clear just how crazy they are.
QUOTE (KitsuneKaze @ Apr 6 2009, 01:23 AM)
from those who believe in collaborative story telling (Pendaric)
See, that's what he's got wrong. You might say he believes in it but I suggest what he really 'believes' in is his own superior ability to [re]tell a story for others to listen to.
Only, judging from his posts, I'd guess calling it garden variety fanwank, of low quality even for fanwank, would be charitable. Instead, for
collaborative fanwank ...
QUOTE
Back to the sandbox thing...
Ok, first step is cutting down on the scope to something more manageable, something that can be truly collaborative because it's done as a group. What is important in the world? What is at the center of the world? For purposes of an RPG the individual(s), the PC(s). Further the PCs don't actually exist. They really don't, they are entirely mental constructs of the players and only hold their meaning as such. So now we've got a much more manageable scope, the player's view of the world. What they don't see, taste, hear, or otherwise experience can remain an unknown. Even when something comes into play it can be fuzzy to start with, the details unknown to the players are unknown.
Note: Generally when you see 'players' in this post include the GM in that set. Because they play the game as well, albeit usually with a somewhat different role.
This is a little like the quantum physics concept that something is in several states until you measure it, in doing so affixing a state. The act of measuring actually sets the state. The starting point for this world is a very fuzzy overview and very detailed characters. This can include one or a few very detailed NPCs whose story is intertwined with the PCs (key allies and nemesis, potentially both in the same character).
Next step, resolving those unknowns. So the players start running with the characters and off they go. One of the players (not necessarily the GM, she's the fail-safe though) initiates conflict. Now we've identified an unknown (an unknown that we know, as it were
). At the start of the campaign this is mostly what you'd call tone and the mere existence of a few key things that are central to what the world conflict are. Note that even those things, the PCs, NPCs, and world tone are
all developed collaboratively
at the table. So starting from the known information of the characters and whatever info about the rest of the world that is already known the players establish a new fact about the world.
To this end we apply some
flexible measuring tools. We bring out the dice only when there is disagreement between
the players about what happens next or some particular detail of the world, and we only apply that roll to the part that is disagreed upon (for example the players all agree that Jimbo The Human Fly will successfully climb up the outside of the building, what is disagreed upon is whether or not there is a complication such as him dropping and losing use of critical tools in the process). Not necessarily disagreement between PCs ... because remember, they don't exist, right?
So now you've got the simulation that the players all believe in. Because they are doing the simulation, it is their collective judgement that is resolving (discovering if you will) details. When there is disagreement between the players they agree upon odds and the dice sort it out.
EDIT:
The result. EDIT2: Hrmm, I'm having a hard time getting it to go down to post #9, you'll have to scroll manually.