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A tumblelog about games! Because an orc has a pie. And we love pie.
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February 15, 2008

I was offered a place in the palace, but I could not accept. I wanted to be with the mountain; I felt it move under my skin as I knew part of me was in the mountain too.

Generated by the Proppian Fairy Tale Generator. via Fair Game.

December 29, 2005

“If this isn’t the most brilliant thing ever said about playing role-playing games, I’ll eat my shoe.” Clinton comments on Rebecca Borgstrom’s paper, “Structure and Meaning in Roleplaying Game Design”.

I just read it last night, and I recommend it. Some long words, yeah, but actually well-paced and (to me) clear. Let me quote the part that got CRN so excited:

This paper views gaming as a computational process.

Gaming is work, in the sense of effort over time. That work takes the form of processing the raw data—-the set of possible stories applicable to the story’s premise. The players generate additional structure until a single story remains.

Structure is stuff that whittles down the possible stories down to the one that the players end up telling.

I also appreciated reading about her Fair Folk book, and seeing how the in-game structure of the surreal faerie world was to some extent a justification of making those metagame structural problems amongst players now explicit, and under the domain of the rules.

December 23, 2005

‘So summing up “a scene, plus some conflict” as “bickety-bam, narrativism” seems to me like summing up “you have a plant, it grows” as “bickety-bam, salad.”’ —the arguably vegetarian Ben Lehman on Clinton’s story thread.

December 21, 2005

“A story is a linked series of events which contains one or more conflicts.” – Clinton R. Nixon on “the most important post ever on my weblog”.

We almost have a sensible, non-objectionable answer to the question What Is A Story?, at least relative to the kinds of stories we want from of our games.