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AEGISweb 2002


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"      [Return to Articles Index] ROLE-PLAYING GAMES AS COLLABORATIVE FICTION by Dariel Quiogue RPGs are both games and  works of collaborative fiction (or collaborative drama, if you will), in which players and GM all share the joys of being both co-authors and audience.  But what does it mean to call an RPG "collaborative fiction"?  What are the implications?  Does it do anything to help us have better games? First of all, looking at RPG's as collaborative fiction means taking a fresh look at what the game is all about and how it is played.  Playing heretic again, here are some of the ideas I've had on the matter: All character descriptors, including equipment, spells, special knowledges, social contacts, etc etc are nothing more or less than plot control devices, "switches" by which the player may try to influence circumstance to follow a desired direction. For example, taking a high level of skill in swordsmanship allows the player to shift the balance in favor of his character in melee combat situations. The GM in his turn also controls "switches" which if activated may help or hinder the players’ characters: clues that may be gleaned only by talking to a certain person, a criminal gang which will harass the PC’s if a certain trigger event occurs, a magical curse that falls upon"
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