Reiso wrote: |
But not every poll can be about who our characters are. Some of them just have to impact the storyline and/or plot, or the storygame fails to function. This gets hairy, because not every choice can be interesting. And then there are stretches of the story in which it becomes difficult to introduce a storypoint without literally having to manufacture one, just for the sake of there being one. This is why Thorns and Steel runs so long from one chapter to the next - to deliberately avoid this kind of contrived serialization. |
Key wrote: |
So I don't know. Maybe every decision point can be about the character, and the solely plot-driven ones could be just written by the author. I can imagine players might get upset if the author had the character do something really stupid or crazy, but if the author acted reasonably and didn't make crucial character-forming decisions for the players, but only plot-driven, tactical ones, maybe no one would care whether or not they got to decide north or south. |
Ravenwing wrote: |
If you have already thought over your story past that point, whats the use of stopping there when your thinking juices are flowing strong? |
Key wrote: |
Hmm. Well, I wouldn't recommend that an author should write more just because they have a strong idea of where the story should go. In my storygames I'm almost always thinking of the story beyond the decision point, but I like it when an unexpected player decision causes me to re-think. I was just saying that maybe the author could skip decision points that are more about the plot rather than the character. |
Ravenwing wrote: |
As the author, we're wandering through a maze looking for an exit. And the people give the input are the little guides that help us reach our exit. Yes, we may falther and get a bit lost and maybe gain distance on our own, but those unexpected decision chosen by others, helps us figure out another way to the end. |
Key wrote: |
That's very much how I go into a storygame - I usually have an ending in mind, and a couple of different possible paths to get there, and I want to see which one the players choose, or if they choose some other way to reach that ending.
But once I start playing things don't usually work out that way. Players don't just suggest pathways through the maze; they start knocking down walls and making new exits. |
lordofthenight wrote: |
I have seen some stories though, in which the readers decide what happens next as a decision point, not what the protaginist chooses to do - for instance - choosing which character was shot - though normally that's not something that you could actually effect. |
Smee wrote: |
Stoat's decision points in No Good Deed offer massive variety, and lots of voters flock to them. There the opinion swaying and discussion switches to which is more amusing to read and are very successful. |
D-Lotus wrote: |
On some levels I'm thankful to DP's, but it is often annoying when readers pick something that doesn't have as much potential. |
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