Via Tyler Cowern, Galen Strawson's "
Against Narrativity." It's about cognition and ethics, not RPGs, but it has relevance to a lost current in RPG theory/advocacy discourse. Back before Forge theory collapsed the rgfa distinction between Dramatism and Simulationism, and for years took the former as the whole of the latter, and before critics of
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Killing a monk seems like a subliterary motivation, but it's one of the things fiction is for.
And there's a notion I've heard from very different sf authors that one of the functions of sf is to make dream images plausible.
One of my favorite good things scenes is from David Palmer's Emergence: riding a motorcycle across an alien landscape while telekinetically throwing lightning bolts at a dragon.
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I think there's a reasonable case that an Egri-style "premise" can be essential to a work's appeal, even if it's not something many writers use as a blueprint. I've sometimes joked about how every so often a gamer reads a single screenwriting book and creates a whole new theory of gaming, and we keept getting different theories because not every gamer reads the same book. But that said, Egri's not a fringe figure in scripting pedagogy. He was Woody Allen's favorite writing teacher at Columbia (I think, not Fordham or NYU or CCNY), and when I do a Google Books search, I find respectful references to him and his premise thesis right down to the most recent books on screenplay and novel writing.
But I'm temperamentally more in the Chandler/Zelazny school of winging it during the creation process. And in RPGs, the creation process is the whole of play. We don't go back and play a second draft of the same adventure, tightened up to bring the theme out better ( ... )
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Though the idea of "roughing out" the plot of an adventure in a broad strokes mechanic, then going back and playing various parts in detail (while trying to play those details to enhance or adjust the overall story) sounds, while not quite the same thing, vaguely interesting.
(Mind, that might just be Microscope used slightly differently.)
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More I think about it, the more it seems like Diaspora has two conflict systems (normal combat, social "combat"), and two bundled wargames (starship combat, platoon combat). The latter are so damn specific that it seems like it'd be tough to adapt them to other kinds of situations, but I suppose there may be extractable bits.
Hm, actually, the starship combat system can be thought of as something built out of the physical combat system (the ships have stress tracks and make attack and defense rolls), and the social conflict system (the "map" that abstracts 3D space plus delta-V, with border-crossing values and special conditions on the ends).
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