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#it is actually REALLY fascinating for essek how the blame shifts from the cast to the fandom or to like. fate.
utilitycaster · 19 days
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Something I think actual play is uniquely good at showing is, for lack of a better way to put it, narrative choice. You see the story that people decide to play out; you see the threads that people wanted to follow. You also can, if the GM shares their concepts, get an idea of some of the other possible paths not taken and stories not told, but ultimately they are untold. And finally, ironically enough for a medium with a random element, it makes creator intent unavoidably clear.
We see it all the time in Critical Role. There probably was a really fascinating story to be told with Vox Machina working with The Clasp following the fall of Emon. The party chose not to do it; we don't know what would have happened. I like many am intrigued by the Augen Trust path Matt had planned for the Mighty Nein; they didn't take it. We can't judge the story on what might have been, even if we find it interesting; we can only judge it on what was. And we don't follow the Clasp nor the Augen Trust as a result, because it's not where the PCs are; at most we might see the effects their actions taken without the aid of the PCs had on the world when their paths cross again. The camera, in D&D, always follows the PCs. You see what they see.
Essek was redeemed because the Mighty Nein wanted him to be redeemed. In actual play especially there's a weird tendency to switch to the passive voice to describe things one dislikes, but this choice was anything but passive. The party learned Essek had been lying to them and made their choice to remain his friends, and the story continues from that presumption, and while I am the first to reject the "but the cast liked it" argument, the fact is, one can't reject this redemption without rejecting the party's choice, and the party is controlled by the cast.
It's great to discuss paths not taken, and it's even true that you might believe those paths to be a better story. But you cannot rely on the camera - or the audience's interest and sympathy - to abandon the PCs desires and decisions just to suit yours. You can't do this as a GM, as another player, or as a viewer. Nor can you expect people to judge based on potential once it is no longer potential; a strong concept that is never followed doesn't count as the story; at best it counts as the GM or player's creative intent.
Actual Play forces people to take a story for what it is. I think the fandom can be so fraught because many people do not understand quite how it's limited in scope nor what is under GM control and what is not and so they act like choices are inevitable and inevitabilities are choices.
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