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Posted By: Paul BIscollaborationthe enemy oftrust?
Posted By: Jason MorningstarRyan, I tend to think of Beast Hunters as a very collaborative game, on the participant level.
How about a game that embraces the WFRP dynamic as a feature that explicitly enhances gameplay, rather than the accidental byproduct of its heritage?
Is collaboration the enemy of trust? Does having one make the other unnecessary?
Posted By: Jason MorningstarPosted By: Paul BIscollaborationthe enemy oftrust?
I don't think that's on the mark at all. Maybe each is an independent axis, though - I think I'm in a high-trust, high-collaboration group.
Posted By: Jason Morningstarcollaborationthe enemy oftrust?
Posted By: Peter AronsonOne thing I noticed from recent threads on rpg.net is there seems to be a subset of players out there who seem perfectly happy with heavily railroaded games where the GM mostly tells the players the story and they interact with it occasionally.
Posted By: Peter AronsonI wonder if some people just love tolistento stories, where they can make the pictures in their own minds, but modern life provides almost no opportunities for this activity outside of roleplaying games?
Posted By: Per FischerOne word:
Shared imaginary space.
I think roleplaying is collaborative per se - I see it as "making stuff up together", or negotiating fiction as Vincent perhaps would put it. How that couldn't or shouldn't be collaborative I just don't get.
Per
A GM tells the players, "You're in a 20' x 20' room carved from stone. There is a large oaken door set into each of the four walls. In the middle of the room there's an altar." Where's the collaboration? What did the players add to the equation?
p.
Posted By: Paul BPosted By: Per FischerOne word:
Shared imaginary space.
I think roleplaying is collaborative per se - I see it as "making stuff up together", or negotiating fiction as Vincent perhaps would put it. How that couldn't or shouldn't be collaborative I just don't get.
Per
A GM tells the players, "You're in a 20' x 20' room carved from stone. There is a large oaken door set into each of the four walls. In the middle of the room there's an altar." Where's the collaboration? What did the players add to the equation?
p.
Posted By: James_NostackOkay, but what about a "game" (not necessarily a story-game or an rpg) where there's a flourishy description like that, and then it stops, and players pull out a questionairre and get quizzed on what was said, and what its implications are? And then the quiz-master (QM) takes that information and feeds it into a new cycle of material? It's arguably shared imagination, but not "live", and not between players.
Posted By: James_NostackRon, is a teacher collaborating with his or her students, adjusting tomorrow's lesson plan based on today's feedback? Is a playwright, sitting among the audience and observing his reactions of his current play so he can write the next one, collaborating with the audience? I'm not asking the question rhetorically; I genuinely don't know. Surely not all feedback is collaborative, right?
Posted By: Ron HammackUm. Nothingyet, but unless the game ends immediately after "...there's an altar", I don't really see your point. The collaboration begins when one of the players says "OK, my guy goes and looks at the altar" or whatever.
Posted By: Levi KornelsenYou are aware that this is an argument based on the semantics of what "collaboration" means, right?
Posted By: Simon CThat is, assuming that some degree of collaboration is inevitable, but that some games are more collaborative than others, does it follow that more collaboration = more good?
Posted By: Ron HammackI wasn't trying to start a semantic argument at all.
Posted By: Per FischerOne word:
Shared imaginary space.
I think roleplaying is collaborative per se - I see it as "making stuff up together", or negotiating fiction as Vincent perhaps would put it. How that couldn't or shouldn't be collaborative I just don't get.
Per
Posted By: Jason MorningstarAlso! Don't be a tool. Go grab a sacred cow and show how it could be neatly slain - that's all I'm interested in.
Posted By: Ron HammackPosted By: Levi KornelsenYou are aware that this is an argument based on the semantics of what "collaboration" means, right?
I wasn't trying to start a semantic argument at all. I was just responding to the notion that since one guy saying two sentences to some players isn't collaboration that somehow proves that roleplayingisn'tcollaborative.
I think the conversation since thenhasbeen fruitful, particularly the part about what distinguishes "collaboration" from "feedback".
Posted By: Malcolm Sheppard
Shared Imaginary Space is the art of getting people to ignore or denigrate 90% of their experience of any given game.
Posted By: Paul BPlease read my post a bit more charitably. In no way am I "proving" anything.
It's a genuine question: The GM describes something and the players respond. Where's the collaboration, if there is any?
Posted By: Per FischerPosted By: Malcolm Sheppard
Shared Imaginary Space is the art of getting people to ignore or denigrate 90% of their experience of any given game.
I'm sure you have an actual play example, please share it. Only 90%?
Jokes aside, Malcolm, what the heck? You're killing the SIS cow in the middle of a killing the collaborative cow discussion? I'm curious. You roleplay, right? With other people? And you are not sharing or collaborating on what you "do"? How?
Per
Posted By: Malcolm SheppardAn image produces a response in the imagination. The process of coming to a consensus shuffles your personal vision into the background to make it compatible with those of other participants. But your vision is *still there* and you are not in fact negotiating consensus by creating a shared space. There is no shared space. You are submitting your personal vision to assessment by the group in a process intimately connected to your group's power relations.
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