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Old 02-11-2005, 01:04 PM
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RE: very little about the defining structures of s

Post originally by Tony Irwin at 2005-02-11 12:04:07
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Matthijs wrote: My point isn't that Universalis has to produce high art. But my point is that in saying nothing about story structure, it defaults to the lowest common denominator. Which can be great fun, don't get me wrong. However, I think it could benefit from add-ons showing different potential story types, as an inspiration.

Hey Matthijs. "Lowest Common Denominator" is a loaded term. I'm sure that you can see how it could lead to accusations that perhaps you think your stories are better than mine. Or perhaps your favourite stories are better than my favourite stories. Or perhaps your story methods are better than my stoy methods. Or perhaps that you believe in a particular story standard that is intrinsically good whether or not I personally enjoy it. A Universalis rule set that decided to outline some basics on good story would quickly be seen as elitist.

People have been debating and writing about "What are the basics of good story" for thousands of years. Universalis steps aside from that ongoing debate and instead tries to provide rules that ensure that you get the story that your group wants. The rules ignore the question of good story and instead focus on *desired* story. You challenge in a way to get your desired story. You build components to tell your desired story. You announce tenets that are the backbone of your desired story. Each one of these steps means verbally communicating your desired story to the people you play with. Here's my take on Universalis - if you the player are capable of articulating your desired story to others, and they are sympathetic to it, then you'll experience that story being played out.

The Universalis authors couldn't guess what story it is you desire. So they concentrated on setting up a system of conversation between you and the other players where you each get to talk about the story you want. I'd say that being able to articulate, discuss, and compromise your desires for story and imaginary situations is key to *all* roleplaying. Mike and Ralph didn't assume too much by expecting that from the readers.

"A dolls house" isn't a challenge to the Universalis rules. It's a challenge to the people who desire that kind of story. Universalis will give them the opportunity to articulate the story they want. Its up to the individual to a) Express exactly what they want and b) Find people who want that too. Again I think this is key to all roleplaying, and in fact all to group activities based on mutual enjoyment.

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