QUOTE (Wounded Ronin @ Mar 27 2009, 12:36 AM)

See, that quote you're citing is exactly what I disagree with. Back in the day the game used to grind to a halt while we looked up the rules and argued about things like the order of rolls, trying to find actual written rules for "weird" situations, and so forth.
The story with the most pathos of all is how accident and error and our cosmic insignificance wreaks havoc upon the best laid plans of men.
If I don't apply the rules as written each and every time in a strictly consistient way there would be no end to the moaning and equivocation when player characters are killed. But if there is absolute consistency that's the only way you can have player characters die and the "simulation" keeps running.
Signed.
QUOTE
Furthermore, I can't say that I like story.
Well, i do.
The allegoric quality you attribute to certain narratives is just one possible aspect of what constitutes a great work of literature, film, visual arts or what have you : providing several layers of meaning that interact, enhance each other, create thought-provoking contradictions and so on.
I believe that focussing on individual characters, their relationships and their personal issues is a constant source of revelations about the human condition- observing the people around me and the way they connect to each other to create groups, networks, societies and civilizations yields exciting new insights every day.
What i don't give a damn about is plot.
Screw that overrated bullshit, a good author...wait!
Damn, i'm digressing here.
Who gives a damn about authors?
This a site devoted to role-playing games.
We don't need authors.
We don't tell stories.
We don't have to.
Not at our gaming table.
We have instruments that provide something not paralleled by any other game or narrative.
The integration of narrative as a means of play, as well as play that facilitates narrative.
The incredibly flexible world-building and world-maintaining engine known as the GM.
When i GM, i always aim at building a consistent world in which i can always assume that the RAW will not let me down if it is applicable in a given situation.
I don't care what result "fits the story best".
I don't have a story.
I have a setting.
I have characters, these have goals and ressources.
The players have characters, these have goals and ressources.
In the typical, conflict-heavy settings of most RPGs, these goals and therefor the characters and ressources inevitably clash.
This creates conflict, which is open in it's course, it's twists and it's outcomes and which is dynamic throughout the game.
Which is unforeseeable, surprising and exciting due to the creativity and ingenuity of my players, who are. within the rules, free to do what they want
because that is what our game is good for and what no other game besides tabletop RPGs can provide.
The desire to tell a predefined story destroys that, ruins the very advantage our hobby has over computer RPGs, boardgames, oh, and novels as well.
I don't have to come up with a story, nor do i have to tell one as a GM.
When the conflict has been resolved, we have a story.
The tension created by this conflict does not rely on dramatic conventions- it is the life of beloved player characters that is at stake here, because i always roll openly, because i play it rough, because i
for the hell of it do let player characters die "just" because of a botched dice roll.
You don't need the structure of a five-act play to produce drama under these circumstances.
That's for the wussies who fudge rolls to pamper their player's egos and their own feeling of overestimated artistic importance.
These are the guys who need crutches such as "don't let the dice get in the way of a good story".
Go write a novel or get a blog or whatever, creative writing is fun and all, i encourage you to do it, but leave me alone with that at my gaming table.
Dice
cannot get in the way of my group and me creating a story collaboratively by struggling against the game world.
They are one of the things that ensure that the act of coming up with the actions will always be entertaining during play, even though a written accord of it may sound dull and dramatically unrefined to an outsider who wasn't there with us and felt the adrenalin rush as the PCs fought for their goddam fictional lives because they do not have the unspoken immortality of blockbuster movie protagonists, but because they can be killed by everyone, because they CAN die a meaningles death at the hands of a gutterpunk with a Sandler TMP and a bullet with their stupid street name on it.
This is directed by John Hobbes, not by John Woo.
That is why i will never let "story" get into the way of a good game.
Of course, there are situations where an action's outcome is so obvious that i don't have to roll unless a player should absolutely insist on it.
As well as there are areas where the rules are vague, incomplete or outright missing and it becomes necessary to create a plausible ad hoc mechanism to resolve the situation.
This is where narrating comes into play- and here, it means NOT that i start to rub my literary ambitions into the player's faces and screw over their plans to railroad them through my assumedly brilliant plot (screw that self-important bullshit! Screw all those wanky fools who mistake our hobby for another chance to annoy the world with their talentles drivel!), but that i tell the players what they encounter, the players tell me what they want to do and common sense is used to asign a dicepool and a treshold to it.
People have been gaming like this for decades and it has facilitated creative, fair and challenging games even in systems with very incomplete rules.
Ad hoc adjustments of plausibilities ARE a workable tool of the GM- what matters it that he does NOT use it to come up with a "dramatically apropriate" result, which will lead to biased, unbelievable and contested outcomes.
But instead that he makes a judgement that is transparent, plausible and finds the consensus of the group.
This is often a difficult task, but it is possible to do so.
Just keep in mind that you are not an allmighty narrator who stands above the law, but that you are just the arbiter of a commonly accepted set of rules and that you rely on the consensus of your fellow players.
If they have any guts, they will also accept judgements that have negative consequences for their characters.