anyway.



thread: 2012-12-04 : Positioning: Two Timelines in Text

On 2012-12-04, Vincent wrote:

"Create or remember": One of the wicked and interesting features of the fictional timeline is that the entirety of its length is available to us at every moment of play (as Tim Ralphs points out, down here). Here are two examples. I'm playing a Divine in Monster of the Week, and Meg is the MC.

Example 1
My character's past has never come up in play in any way.
Me: I use my move Angel Wings. I go to my mother.
Meg: Okay.

We're establishing right now, in this real-world moment, that my character's entire fictional timeline has included his having a mother somewhere, and that he knows her well enough for the move to work.

Example 2
Two sessions ago, there was a fancy dinner in the home of one Sebastienne DuLane, which ended in a fight with a vampire.
Me: I use my move Angel Wings. I go to Sebastienne DuLane's dining room.
Meg: Okay - wait actually. You weren't there that night, were you?
Me: Oh that's right! I wasn't! I was researching while the other PCs went to the dinner party.
Meg: So, nope. You can't go there.

In example 1, we create and establish something new in the fictional past, and in example 2, we remember something in the fictional past that we'd established earlier in the real past. Nevertheless, in both examples, it's the fictional past that decides whether I can use the move.

Again, questions welcome, and hold your disagreement for later!



 

This makes ET go "*huff* *huff* I'm sorta keeping up in collating all this, VB"

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