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Again, no disagreement to speak of.  Am I getting soft and uncontroversial?  We chatted a bit about some different ways to arrange resolution though, and that was fun.
 
Again, no disagreement to speak of.  Am I getting soft and uncontroversial?  We chatted a bit about some different ways to arrange resolution though, and that was fun.
 
=== Solitaire/Riffing ===
 
 
Original post and six pages of discussion, [http://forum.rpg.net/showthread.php?t=245881 here].
 
 
: Solitaire/Riffing: Things that happen in a game can be divided (roughly) into two categories: stuff I make important to my story, and other stuff. At least skim some of that link please, I'm building off the ideas there. The important take-away item from there (for here) is that there is no way for anyone else to make something important to my story. No matter how earth-shaking an event might be in the fiction, I always have the ultimate veto power of just not giving a damn.
 
 
: Things that happen in a game can also be divided (again, roughly) into two other categories: stuff that happens like I expected it would and places where people surprise me. Here I don't have a veto: I can't always get what I want (whether it's the expected or the surprising), but the way we play the game will let me try, in many ways.
 
 
: But, because of the ultimate veto power, I can control how much of the stuff that I consider important happens the way I expect, and how much surprises me. I can choose not to give a damn about anything that surprises me. I can choose not to give a damn about things that go as I expected them to.
 
 
: So in any give game session (and any given moment) I will balance somewhere between two extremes. In Solitaire, I assure (whether by fighting for my ideas or by ultimate veto power) that nothing important happens, except the way I intend or expect it to happen. Other players can tell their own stories (which I won't care about) or can fill roles in mine, but they cannot surprise me within the realm of my own story. In Riffing, I assure (agan, by fighting or by ultimate veto power) that nothing important happens, except things that surprise me contributed by the other players. I can contribute things I expected and intended, but I won't care about those things.
 
 
: Very few people, of course, play entirely in one mode or another. It's a "more or less" thing, not an "either or" thing, and it's influenced by how you feel at the table. Solitaire-heavy play provides good results when your ideas are the best ideas for what you want to do ... when you do not trust your co-players to do the right thing, and you are right to so mistrust. It makes sure that you get the best result. Riffing-heavy play provides good results when other peoples ideas are better for what you want to do than your ideas ... when you do not trust yourself to do the right thing, and you are right to so mistrust.
 
 
Most of the discussion was in the line of asking for clarifications (really politely, too!)  It was fun.  I wish I knew a simpler way to put this into words.  Part of the complexity is that OST#3 is tricky to understand, and this one builds decidedly upon OST#3, so I was really explaining both #3 and #8 at the same time.  Oy.  Probably a bit too ambitious for this format.
 

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