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	<title>Comments on: Roleplaying Games vs Story Games: a moment of clarity</title>
	<atom:link href="http://www.jadettman.com/deconstructinginfinity/?feed=rss2&#038;p=109" rel="self" type="application/rss+xml" />
	<link>http://www.jadettman.com/deconstructinginfinity/?p=109</link>
	<description>One man&#039;s thoughts about life, the universe, and everything (or, more likely, gaming).</description>
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		<title>By: JP</title>
		<link>http://www.jadettman.com/deconstructinginfinity/?p=109&#038;cpage=1#comment-988</link>
		<dc:creator>JP</dc:creator>
		<pubDate>Sun, 17 Dec 2006 07:20:13 +0000</pubDate>
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		<description>Reading this I suppose I&#039;m somewhat closer to the story end of the spectrum than the immersive end of the spectrum than Britt. I&#039;d still say I&#039;m on the immersive half of the spectrum though.

I agree that any PBEM game will have a tendency to be more like a story game. I believe this to be the case because of the nature of the e-mail medium. In e-mail, more time is allowed to received and formulate responses than in normal games. This time lag encourages deliberation and &quot;efficient&quot; responses, i.e. it drives players and GMs to try to accomplish as much as possible in a single post so that you don&#039;t wind up role-playing out four days of story over the course of four years. Of course, some games are very active, posting turns frequently, which I guess would help one overcome this tendency, as would the use of Instant Messaging or Internet Relay Chat.

Another factory pushing the default tendency for PBEM games toward a story milieu is that it is most likely harder for people to feel &quot;immersed&quot; in e-mail. The players are each experiencing a different context when they read the messages, and of course all sorts of contextual/nonverbal clues can be left out if extra care is not taken.

All in all, I&#039;m looking forward to actually trying out a PBEM game and seriously playing it. I&#039;m a player in Barriier Fall War, but we didn&#039;t get very far in that game before it had to go on hiatus.</description>
		<content:encoded><![CDATA[<p>Reading this I suppose I&#8217;m somewhat closer to the story end of the spectrum than the immersive end of the spectrum than Britt. I&#8217;d still say I&#8217;m on the immersive half of the spectrum though.</p>
<p>I agree that any PBEM game will have a tendency to be more like a story game. I believe this to be the case because of the nature of the e-mail medium. In e-mail, more time is allowed to received and formulate responses than in normal games. This time lag encourages deliberation and &#8220;efficient&#8221; responses, i.e. it drives players and GMs to try to accomplish as much as possible in a single post so that you don&#8217;t wind up role-playing out four days of story over the course of four years. Of course, some games are very active, posting turns frequently, which I guess would help one overcome this tendency, as would the use of Instant Messaging or Internet Relay Chat.</p>
<p>Another factory pushing the default tendency for PBEM games toward a story milieu is that it is most likely harder for people to feel &#8220;immersed&#8221; in e-mail. The players are each experiencing a different context when they read the messages, and of course all sorts of contextual/nonverbal clues can be left out if extra care is not taken.</p>
<p>All in all, I&#8217;m looking forward to actually trying out a PBEM game and seriously playing it. I&#8217;m a player in Barriier Fall War, but we didn&#8217;t get very far in that game before it had to go on hiatus.</p>
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		<title>By: Dan</title>
		<link>http://www.jadettman.com/deconstructinginfinity/?p=109&#038;cpage=1#comment-985</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Sat, 16 Dec 2006 22:31:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.jadettman.com/deconstructinginfinity/?p=109#comment-985</guid>
		<description>Interesting. I would say that I&#039;ve always played in more immersive types of games, although on the whole I would say that Amber games, having a tendency to be about &#039;doing&#039; rather than &#039;being&#039; have tended to be more somewhat less like this than some of the games I used to play back in the day, now that I think about it.

I feel a bit like a PBEM game may have a tendency to be more like a story game in many respects, although I don&#039;t really know whether this has to be the case.</description>
		<content:encoded><![CDATA[<p>Interesting. I would say that I&#8217;ve always played in more immersive types of games, although on the whole I would say that Amber games, having a tendency to be about &#8216;doing&#8217; rather than &#8216;being&#8217; have tended to be more somewhat less like this than some of the games I used to play back in the day, now that I think about it.</p>
<p>I feel a bit like a PBEM game may have a tendency to be more like a story game in many respects, although I don&#8217;t really know whether this has to be the case.</p>
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		<title>By: Britt</title>
		<link>http://www.jadettman.com/deconstructinginfinity/?p=109&#038;cpage=1#comment-982</link>
		<dc:creator>Britt</dc:creator>
		<pubDate>Sat, 16 Dec 2006 14:02:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.jadettman.com/deconstructinginfinity/?p=109#comment-982</guid>
		<description>I think you&#039;ve described my goals as an immersive role-player quite well.  I have only played one story game (Prime Time Adventures) and I did enjoy the story-writing aspect of it, but I think you really have hit on something with the idea of history-creation being subtly different from fiction-writing.  

Some (many? all?) story games also have some immersive element, e.g. in the game of Prime Time Adventures, we spent some time discussing the plot of the &quot;episode&quot; in a very meta way, but also dropped into short, real-time role-played scenes.  So it does seem to be that in a story game, you want to go beyond the idea of writing a fictional story, and to create some element of real-life unpredictable drama that needs to be woven into the narrative, similar to the way that history tries to take a series of connected events and create a narrative from them that makes sense to people.</description>
		<content:encoded><![CDATA[<p>I think you&#8217;ve described my goals as an immersive role-player quite well.  I have only played one story game (Prime Time Adventures) and I did enjoy the story-writing aspect of it, but I think you really have hit on something with the idea of history-creation being subtly different from fiction-writing.  </p>
<p>Some (many? all?) story games also have some immersive element, e.g. in the game of Prime Time Adventures, we spent some time discussing the plot of the &#8220;episode&#8221; in a very meta way, but also dropped into short, real-time role-played scenes.  So it does seem to be that in a story game, you want to go beyond the idea of writing a fictional story, and to create some element of real-life unpredictable drama that needs to be woven into the narrative, similar to the way that history tries to take a series of connected events and create a narrative from them that makes sense to people.</p>
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		<title>By: Arref</title>
		<link>http://www.jadettman.com/deconstructinginfinity/?p=109&#038;cpage=1#comment-977</link>
		<dc:creator>Arref</dc:creator>
		<pubDate>Fri, 15 Dec 2006 23:54:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.jadettman.com/deconstructinginfinity/?p=109#comment-977</guid>
		<description>Yep.
Most players I&#039;ve met are right with your definitions there.</description>
		<content:encoded><![CDATA[<p>Yep.<br />
Most players I&#8217;ve met are right with your definitions there.</p>
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