You can have the DM describe each conversation in vague terms as it is overheard, and only go into detail if the player indicates that they want to pay attention. Mention that there are some people over there talking about the weather, and someone at the bar who is drinking heavily and complaining about her boss.
Yeah, as [MENTION=82106]AbdulAlhazred[/MENTION] said, this is fine and dandy for one evening in the pub, but it applies to most of the 16-odd waking hours in every character's day. Do you really play out in this mode the shopping expeditions, the workday, visiting the restroom (which, let's face it, is a prime source of the best in gossip!), etc.? It's just not credible that every moment a character spends "in public" is covered, so there must be some abstraction - and that means some selection of instances.
I just can't agree, given the definition of the word.
Dictionary definitions are all very well for winning semantic arguments, but look at the etymology of the word - meaning-less; devoid of meaning. Meaning is derived from information, ergo if the players and the characters have no information there can be no meaning
for them, at the time the decision is made. The GM has information, sure, and in the fullness of time the players and characters might (or might not) gain it - but at the time of the decision they have no information, so no derivation of meaning is possible.
At any rate, I only skimmed your reply to Saelorn. Nothing on most of it spurs a particular reply in me.
It's a shame for me that you only skimmed it, since I am discussing here because I am testing my own new-found lack of "faith" in sim roleplaying, so any insight would be welcome. But you don't have to supply insight on demand, obviously.
This was a good post on the Spartan world!
Thank you!
My point of disagreement is in respect of the last sentence: I think the difference between the two approaches is not slight, at least in extended campaign play. Because in extended campaign play the effects of decisions compound and snowball - so in a GM/system-driven approach, the game ends up being the players exploring the GM's world/story; whereas in the player-driven approach, the game ends up being some sort of expression of the players' conceptions of their characters and those PCs' goals.
Hmm, that wasn't quite what I was driving at. The methods have different agendas, for sure, and the output might thus be expected to be different.
The "crisis of faith" I refer to above, though, relates to the concept that "naturalistic" or "world centred" running of a game generates a dynamic that is fundamentally different to that assumed for Story Now! or Gamist play. I am becoming more convinced that it does not - hence "the difference is slight". If we are to identify a really coherent and powerful agenda in Sim play, I am beginning to think we must take this into account - and I would dearly like to have a genuinely functional Sim system in the same vein as 4E, FATE, BW and so on for Narrativist and/or Gamist play. I say this not because I dislike Nar/Gam play, but because I still believe there is a truly coherent Sim agenda to be found and I want all three! I guess I want the next wave - Indie Sim!
