1/ I have always hated the idea of collaborative RPGs. For two reasons: - I guess I'm just wired more for hierarchy than some. Note that this doesn't mean that I crave either followers, or that I want to be a follower. Just that teamwork often works best with defined roleshttps://twitter.com/kendrictonn/status/1310241486538256385 …
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6/ Exactly this. Reading a novel, or playing a TTRPG where the protagonists find a tomb of an ancient kind, and his sword is there, still rust free is moving and powerful if it was intended as part of an arc and a myth. ...but...https://twitter.com/kendrictonn/status/1310243682445000709 …
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7/ absolutely boring if it was part of a random procedurally generated dungeon, or something that Tim, a player, suggested. Humans crave narrative. Narrative has so much deep structure that it can not (easily) be created by teams...
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8/ and certainly not by teams working at the SURFACE level. Collaboration CAN work if the teams work at the SUBSURFACE level. There can be discussion of rising tension, or deep secrets, of the discovery of X, then Y, both of which hint at Z. Two men can build a house >
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9/ or a boat, if they collaborate over the blue prints and then proceed to framing. Two men can not build a house together if one of them pours the foundation and starts framing, and another decides to hang a room out from one side, cantilevered into space.
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Strong agree. I enjoy some Systemic Crunch in an RPG system, but the big draw for me is always operating in a world that [I can at least pretend] is a pre-existing independent entity in the GM's head or notebooks.
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Ideally, the mechanics themselves steer these things into one another. I think it's (one of the reasons) why generic systems get progressively unappealing the more of them you have!
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