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Humans are storytelling animals, and [[Role-playing game|role-playing games]] are a part of the [[human]] behavior of telling stories. However, stoytelling in an RPG is different than storytelling in a [[genre]] work of fiction or genre film. Role-playing games contain [[actual uncertainty]] and [[Freedom principle|narrative freedom]], and therefore have no [[plot]]. Hence, ''anthropological storytelling'' refers to the general phenomenon of telling stories through games, and not necessarily telling a story in the sense an [[author]] of fiction does. |
Humans are storytelling animals, and [[Role-playing game|role-playing games]] are a part of the [[human]] behavior of telling stories. However, stoytelling in an RPG is different than storytelling in a [[genre]] work of fiction or genre film. Role-playing games contain [[actual uncertainty]] and [[Freedom principle|narrative freedom]], and therefore have no [[plot]]. Hence, ''anthropological storytelling'' refers to the general phenomenon of telling stories through games, and not necessarily telling a story in the sense an [[author]] of fiction does. |
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+ | [[Category:Design]] |
Revision as of 20:04, 3 June 2021
Humans are storytelling animals, and role-playing games are a part of the human behavior of telling stories. However, stoytelling in an RPG is different than storytelling in a genre work of fiction or genre film. Role-playing games contain actual uncertainty and narrative freedom, and therefore have no plot. Hence, anthropological storytelling refers to the general phenomenon of telling stories through games, and not necessarily telling a story in the sense an author of fiction does.