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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9334134" data-attributes="member: 42582"><p>Sure. <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">Ron Edwards wrote about this</a>, back in 2003:</p><p></p><p style="margin-left: 20px">Simulationist play works as an underpinning to Narrativist play, insofar as bits or sub-scenes of play can shift into extensive set-up or reinforcers for upcoming Bang-oriented moments. It differs from the Explorative chassis for Narrativist play, even an extensive one, in that one really has to <em>stop</em> addressing Premise and focus on in-game causality per se. Such scenes or details can take on an interest of their own, as with the many pages describing military hardware in a Tom Clancy novel. It's a bit risky, as one can attract (e.g.) hardware-nuts who care very little for Premise as well as Premise-nuts who get bored by one too many hardware-pages, and end up pleasing neither enough to attract them further.</p><p></p><p>In addition to the risk that Edwards describes, there is the fact that both the process of working through the "hardware" scenes, and of dealing with the fallout from those scenes, either (i) produces fiction that blocks the previous rising action across a moral line, or (ii) produces fiction that gets in the way of player determination of future stakes and conflicts.</p><p></p><p>Again, I report that this is actual experience from actual play of narrativist AD&D and RM. It is very very easy to fall back into GM-driven scenes with GM-driven resolution.</p><p></p><p>It's nothing to do with all or nothing. Where are these countless examples? For the past many pages I have asked you and [USER=6795602]@FrogReaver[/USER] to point me to some. You're yet to do so. (Unless you mean Critical Role. That's already been discussed to death in this thread and I've got nothing to add.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9334134, member: 42582"] Sure. [url=http://www.indie-rpgs.com/_articles/narr_essay.html]Ron Edwards wrote about this[/url], back in 2003: [indent]Simulationist play works as an underpinning to Narrativist play, insofar as bits or sub-scenes of play can shift into extensive set-up or reinforcers for upcoming Bang-oriented moments. It differs from the Explorative chassis for Narrativist play, even an extensive one, in that one really has to [I]stop[/I] addressing Premise and focus on in-game causality per se. Such scenes or details can take on an interest of their own, as with the many pages describing military hardware in a Tom Clancy novel. It's a bit risky, as one can attract (e.g.) hardware-nuts who care very little for Premise as well as Premise-nuts who get bored by one too many hardware-pages, and end up pleasing neither enough to attract them further.[/indent] In addition to the risk that Edwards describes, there is the fact that both the process of working through the "hardware" scenes, and of dealing with the fallout from those scenes, either (i) produces fiction that blocks the previous rising action across a moral line, or (ii) produces fiction that gets in the way of player determination of future stakes and conflicts. Again, I report that this is actual experience from actual play of narrativist AD&D and RM. It is very very easy to fall back into GM-driven scenes with GM-driven resolution. It's nothing to do with all or nothing. Where are these countless examples? For the past many pages I have asked you and [USER=6795602]@FrogReaver[/USER] to point me to some. You're yet to do so. (Unless you mean Critical Role. That's already been discussed to death in this thread and I've got nothing to add.) [/QUOTE]
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