Rampant Games - Storytelling and Games
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December 8th, 2011, 12:30
The story must encompass all possible player actions and motivations!
He seemingly hasn't heard about terms like "railroading" and others from pen & paper roleplaying theory.
Because "railroading" ist the direct opposite to that. To this "… must encompass all players' actions and motivations".
My personal prime example to railroading are Blizzard's action-RPGs. No choice, a funnelled pathway, the story progresses in exactly ONE direction … ven the character stats are outlines so NO other possibility of solving quests is even ALLOWED … Social interaction ? No way !
There are several theories of how role-playing could be performed, which mechanisms support that or distract from that … One, for example is that of "player empowerment". A mechenism (ora set of it) which enables players to change the story. An example would be that in a round of players every player gets the chance to be the game master for a certain amount of time.
And of course this isn't viable on the PC.
“ Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius – and a lot of courage – to move in the opposite direction.“ (E.F.Schumacher, Economist,
Join Date: Nov 2006
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