Tony Vargas
Legend
Well, your win conditions for this post are to be concise, so thats one out of three, right out the gate.Gamism = RPGing with win conditions.
RPGs grew out if wargaming, which often had victory conditions as part of a given scenario. RPGs tend to be more cooperative, but cooperative games can certainly have such conditions, too.
Matters in the sense of desirable?Stuff that matters in design includes GM fairness and, in crunch-heavy systems, broken builds.
Technically one sentence, but not a concise one, and I'm not sure I decoded it correctly.Simulationism = RPGing in which the players' goals is to "be there" - either in the world as it plays out through the mechanics (eg a lot of RM, Runequest and Classic Traveller), or in the world as it plays out through the GMs story/scenario (eg CoC, much post-DL D&D play, V:tM,).
To be clear: an actual simulation (especially one that wasn't first-person) could easily fail to be "simulationist." Similarly, a game could be very successfully "simulationist," even if all it's mechanics were extremely poor simulations of the things they purported to model.
So it's an outright confusing, obfuscating label.
(IDK if it inveigles, I just tossed that in for the X-Files reference.)
I mean, if were being concise, it's the immerssions, isn't it?
Narrativism = RPGing where the goal, in play, is to create story experiences that are recognisably stories in the sense in which novels and films are stories. So sequences of events that exhibit pacing, theme, rising action and climax, etc - where this is not pre-established by a GM or module writer but is done collectively at the table using the classic RPGing devices of players playing characters through the GM's world/situation.
Can't really give that points for concise. But it's clear. It also explicitly excludes the most obvious way to create a story in an RPG. Ironically, also looks like it tries to exclude Storyteller, a system that tries so hard to model stories it calls it's resolution mechanics drama systems, and it's encounters scenes.
See, I'd think a narrativist RPG would be going for modeling stories, without any particular restrictions on how. But, really, that's trying to be a good simulation of a genre or story....
I doubt very much there was any intent to make any version of D&D or PF conform to any sort of Forge label.A group of us on these boards think that of all versions of D&D, 4e is the best suited for narrativist play;
Whatever the commercial fate of Paizo's PF2, I've seen no evidence that PF2 is intended to be, or will be, a good game for narrativist purposes.
The only plausible metaphor strikes me as the commercial success one: Though I doubt PF2 will have a 100 mil stretch goal, even in this much more lively RPG market.
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