There exists a space between "fully collaborative story-telling (i.e Interactive Fiction and their ilk)" with no GM and "sitting round the fire listening to the Story-teller." This is where RPGs live. Some of these RPGs have written systems. None of these systems are perfect.
The LOTR example is pertinent. The campaign could be described as "The characters discover an artifact of great power, that is sought by the Evil Lord. The characters must face great adversity to destroy this artifact and save the world." That's a long, drawn out story with a (hopefully) pre-cast ending - the saving of the world. It's also been the basis of many, many printed RPGs and campaigns.
The question before us is, is it appropriate for the GM to over-rule The System, and under what circumstances? I gave an example. Dismissing it because 'it should be a book' is dodging the question.
no subject
There exists a space between "fully collaborative story-telling (i.e Interactive Fiction and their ilk)" with no GM and "sitting round the fire listening to the Story-teller." This is where RPGs live. Some of these RPGs have written systems. None of these systems are perfect.
The LOTR example is pertinent. The campaign could be described as "The characters discover an artifact of great power, that is sought by the Evil Lord. The characters must face great adversity to destroy this artifact and save the world." That's a long, drawn out story with a (hopefully) pre-cast ending - the saving of the world. It's also been the basis of many, many printed RPGs and campaigns.
The question before us is, is it appropriate for the GM to over-rule The System, and under what circumstances? I gave an example. Dismissing it because 'it should be a book' is dodging the question.