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Crooked Timber's avatar

Thanks for this! I have to say that I am not sure that it's really an issue that these games presume a baseline of dramatic or narrative ability. I would say that they exist in the same space as D&D and Pathfinder, which can be played with very little dramatic or narrative ability. Many people and many tables play very combat-heavy games and players with less dramatic and narrative ability can and will be less engaged during the non-combat segements, and they will still have a great time. I would say that all the games like Microscope etc are in no small part a response to that and an exploration of more consciously narrative and drama-heavy play. People get pulled to them because they want to play more narrative and drama-heavy games than D&D will provide. So of course these games presume a certain of narrative and dramatic skill! It's not exclusion, it's about catering for all tastes.

Wizard Thief Fighter's avatar

I agree that scenes are foundational to play in all kinds of rpgs, from the most old school to the most offbeat modern vibepieces.

However, I don’t think your taxonomy of six scene types is necessarily useful for play in and of itself. It is, as every taxonomy is of necessity, somewhat arbitrary.

I think that more fruitful would be a framing of how scenes are entered and exited, linked one to another, and structured within the context of the individual session.

Perhaps also an analysis of the different roles players can assume to build and play out scenes.

Anyway - lovely to see scenes given some attention.

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