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	<title>Comments on: Adventure Games &amp; Story Games</title>
	<atom:link href="http://RyanMacklin.com/2010/07/adventure-games-story-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/</link>
	<description>One man&#039;s blog about games and social media</description>
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		<title>By: Ryan Macklin</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1224</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Thu, 29 Jul 2010 19:17:06 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1224</guid>
		<description>Doug,

Thank you!

- Ryan</description>
		<content:encoded><![CDATA[<p>Doug,</p>
<p>Thank you!</p>
<p>- Ryan</p>
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	<item>
		<title>By: Ryan Macklin</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1223</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Thu, 29 Jul 2010 19:16:55 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1223</guid>
		<description>EZ,

Yeah, in my mind Fate is totally an adventure game with this neat story toy to play with.

- Ryan</description>
		<content:encoded><![CDATA[<p>EZ,</p>
<p>Yeah, in my mind Fate is totally an adventure game with this neat story toy to play with.</p>
<p>- Ryan</p>
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	</item>
	<item>
		<title>By: Ryan Macklin</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1222</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Thu, 29 Jul 2010 19:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1222</guid>
		<description>Judd,

I&#039;m not sure how to help. Could you unpack the disconnect some?

- Ryan</description>
		<content:encoded><![CDATA[<p>Judd,</p>
<p>I&#8217;m not sure how to help. Could you unpack the disconnect some?</p>
<p>- Ryan</p>
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	<item>
		<title>By: Judd</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1218</link>
		<dc:creator>Judd</dc:creator>
		<pubDate>Thu, 29 Jul 2010 19:13:52 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1218</guid>
		<description>I am having trouble seeing the connection between your AP examples and what you wrote above, having trouble finding that bridge.</description>
		<content:encoded><![CDATA[<p>I am having trouble seeing the connection between your AP examples and what you wrote above, having trouble finding that bridge.</p>
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	<item>
		<title>By: EZ</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1216</link>
		<dc:creator>EZ</dc:creator>
		<pubDate>Thu, 29 Jul 2010 05:07:30 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1216</guid>
		<description>I like the distinction here, very nice.  The game that I thought handled the arc the best was With Great Power (although when I tried to run it, the complexity of the game bogged me down - as a player and an experienced GM it was smooth). But the arc might be too apparent for many players who prefer less meta logic. FATE can drive that, but you still end up at least waist deep in competence testing much of the time.

(odd, I guess this really didn&#039;t post the first time)</description>
		<content:encoded><![CDATA[<p>I like the distinction here, very nice.  The game that I thought handled the arc the best was With Great Power (although when I tried to run it, the complexity of the game bogged me down &#8211; as a player and an experienced GM it was smooth). But the arc might be too apparent for many players who prefer less meta logic. FATE can drive that, but you still end up at least waist deep in competence testing much of the time.</p>
<p>(odd, I guess this really didn&#8217;t post the first time)</p>
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		<title>By: Ryan Macklin</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1174</link>
		<dc:creator>Ryan Macklin</dc:creator>
		<pubDate>Tue, 27 Jul 2010 20:01:24 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1174</guid>
		<description>Judd,

Totally, though I&#039;ll have to be brief at the moment, as it&#039;s a busy day.

This thought is something I&#039;ve grown into over the last couple years, but it was playing games like Fiasco (and, really, every BPG game I&#039;ve played) or Primetime Adventures that finally brought this home.

Now, stories are (partially) about successes and failures, so I&#039;m not saying there&#039;s a void of them in a story game. But they are not the primary drivers of play. The pacing of the story is.

PTA is my go-to for this. When I run PTA, we know how long the game&#039;s going to be and the end result: a show (or when I run it at cons, a movie). When I do a three-act movie, which is three times around the table with everyone contributing a scene, we have a sense of what&#039;s too soon or too late -- we&#039;re pacing ourselves (weakly-modeled pacing) and using the structure of the game to guide that.

And given scene-based resolution, it&#039;s not strictly about competence but about an interesting question or fork in the road.

Fiasco is similar, only due to the black &amp; white dice economy the number of times people get their way in the first half of the game define how the second half is going to fall out. I&#039;ve seen that in a number of games I&#039;ve played, which has made me think about pacing systems that rely on economy in addition to our general sense of a narrative. (In Fiasco&#039;s case, the advice to remember you&#039;re playing a Coen Brothers&#039; flick.)

Furthermore, I have seen games of those fall apart because we did not fill in the weak modeling with strong senses of idea. My first attempt at running PTA was like this -- we made an awesome pitch for a cross between Starship Troopers and Band of Brothers called FALL, a pseudo-historical miniseries about an elite group of spaceborne soldiers landing on a planet and aiding in the war to reclaim...well, you know, it&#039;s D-Day but in space.

But we didn&#039;t put a stronger sense of pacing and narrative sensibilities in, so the game became a string of conflict encounters. It was actually a pretty shitty way to introduce some friends to PTA.

I don&#039;t know if this is what you&#039;re looking for, Judd. Let me know if it&#039;s not.

- Ryan</description>
		<content:encoded><![CDATA[<p>Judd,</p>
<p>Totally, though I&#8217;ll have to be brief at the moment, as it&#8217;s a busy day.</p>
<p>This thought is something I&#8217;ve grown into over the last couple years, but it was playing games like Fiasco (and, really, every BPG game I&#8217;ve played) or Primetime Adventures that finally brought this home.</p>
<p>Now, stories are (partially) about successes and failures, so I&#8217;m not saying there&#8217;s a void of them in a story game. But they are not the primary drivers of play. The pacing of the story is.</p>
<p>PTA is my go-to for this. When I run PTA, we know how long the game&#8217;s going to be and the end result: a show (or when I run it at cons, a movie). When I do a three-act movie, which is three times around the table with everyone contributing a scene, we have a sense of what&#8217;s too soon or too late &#8212; we&#8217;re pacing ourselves (weakly-modeled pacing) and using the structure of the game to guide that.</p>
<p>And given scene-based resolution, it&#8217;s not strictly about competence but about an interesting question or fork in the road.</p>
<p>Fiasco is similar, only due to the black &#038; white dice economy the number of times people get their way in the first half of the game define how the second half is going to fall out. I&#8217;ve seen that in a number of games I&#8217;ve played, which has made me think about pacing systems that rely on economy in addition to our general sense of a narrative. (In Fiasco&#8217;s case, the advice to remember you&#8217;re playing a Coen Brothers&#8217; flick.)</p>
<p>Furthermore, I have seen games of those fall apart because we did not fill in the weak modeling with strong senses of idea. My first attempt at running PTA was like this &#8212; we made an awesome pitch for a cross between Starship Troopers and Band of Brothers called FALL, a pseudo-historical miniseries about an elite group of spaceborne soldiers landing on a planet and aiding in the war to reclaim&#8230;well, you know, it&#8217;s D-Day but in space.</p>
<p>But we didn&#8217;t put a stronger sense of pacing and narrative sensibilities in, so the game became a string of conflict encounters. It was actually a pretty shitty way to introduce some friends to PTA.</p>
<p>I don&#8217;t know if this is what you&#8217;re looking for, Judd. Let me know if it&#8217;s not.</p>
<p>- Ryan</p>
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		<title>By: Doug Daulton</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1172</link>
		<dc:creator>Doug Daulton</dc:creator>
		<pubDate>Tue, 27 Jul 2010 06:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1172</guid>
		<description>I could say more, but &quot;Brilliant&quot; will suffice.</description>
		<content:encoded><![CDATA[<p>I could say more, but &#8220;Brilliant&#8221; will suffice.</p>
]]></content:encoded>
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	<item>
		<title>By: Judd</title>
		<link>http://RyanMacklin.com/2010/07/adventure-games-story-games/comment-page-1/#comment-1170</link>
		<dc:creator>Judd</dc:creator>
		<pubDate>Mon, 26 Jul 2010 20:59:10 +0000</pubDate>
		<guid isPermaLink="false">http://ryanmacklin.com/?p=351#comment-1170</guid>
		<description>&quot;At no point am I saying this is what makes an Adventure or Story Game good or bad. Just observing games I’ve played over the past few years.&quot;

Could you give more examples of this theory that are based in play?</description>
		<content:encoded><![CDATA[<p>&#8220;At no point am I saying this is what makes an Adventure or Story Game good or bad. Just observing games I’ve played over the past few years.&#8221;</p>
<p>Could you give more examples of this theory that are based in play?</p>
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