((Rails))

Jan 29, 2009 16:05



Alright, now from our discussion of features, I was reminded of Rails. Now  rubyonrails.org/ Good! Storyline on rails… bad.

I’m sure someone just asked: “what do you mean by on rails?”

Running on Rails )

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kynan_r2a January 30 2009, 14:21:18 UTC
Part of the problem here is trying to figure out what makes a good story, as opposed to what makes good play ( ... )

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standing_dragon January 30 2009, 19:34:35 UTC
..... hmmm.

This part:

If you look at most "action-oriented" stories, the premise is generally that some big bad attacks the good guys, and wins each battle, the heroes perhaps managing at best some small vestige of complete defeat, until the end.

But maintaining a plot line like this is hard, because there is a fair amount of railroading necessary. But the alternative can also get unsatisfying over time, as the heroes roll over the opposition. No good plot ever survives the efforts of some dedicated players :)
The last is utterly correct - but the rest is why there is a conflict resolution mechanic. Dice ( ... )

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kynan_r2a January 30 2009, 22:01:25 UTC
Well, remember, I said, "Part of the problem here is trying to figure out what makes a good story, as opposed to what makes good play." "Stories" are written--the ultimate in railroading. When it's done rather obviously, the answer to "why did that character do X?" is "Because the plot demanded it." But you know, sometimes that's OK too ( ... )

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standing_dragon February 2 2009, 21:01:13 UTC
I prefer cooperative storytelling /combined/ with simulated conflict ( ... )

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standing_dragon February 2 2009, 21:07:46 UTC
OH! Let me add:

Thus, I accept an element of railroading, as long as it takes my input and runs with it. It's when railroading becomes the previously mentioned "beat my head against a brick or rice-paper wall" that it becomes unfun.

As a GM, what I like to say is that, during a plot, my job is to set parameters and conseqences ( ... )

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