I will not abandon you? (INWAY)
Apparently the start of 2006 is an especially fertile time for new RPG theory jargon to arise. Over on Fair Game, Meguey explains in comments on this post that:
Here’s another example of what I mean by IWNAY.
Jill has a hard line at kids-in-danger. Robin says “The victim is a child.”
Jill says “Please don’t make the victim a child. I really don’t want the victim to be a child.” Robin says “I know you don’t like it, but the victim is a child.”
Jill says “You *suck*, Robin. And I’m still not going to abandon you.” Robin says “I know you think I suck. I know this is sucky of me to do. And I’m still not going to bail on you and your reaction to me being a sucky person right now.”
This strikes me as sounding more like a therapy session than a game, and while I get that part of the idea here is that conflict that cuts close to the bone makes better stories, it’s not an idea with which I necessarily agree.
While there are writers and other artists who create great works of fiction by confronting dark and terrible issues, there are also those who do a brilliant job of finding conflict and meaning in things that seem more mundane. By the same token, a game doesn’t need to push past all of a player’s lines in order to create a great story. There are plenty of great stories to be told in that grey area between comfortable and horrible, even if some of them aren’t as obvious.
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