Micah Sweet
Level Up & OSR Enthusiast
Hit points count, sure. Your move.So, hitpoints.
Hit points count, sure. Your move.So, hitpoints.
Alright, so then as a tool to talk about ROGs, you're definition of Narrativism includes any game with hitpoints and FATE and, well, anything with a metacurrency for any reason.Hit points count, sure. Your move.
Why? Isolationist doesn't mean "like being isolated". That would be isolation-like. Isolationist means (of a person) advocating isolation or (of a policy) pursuing isolation.Gamist to non-Forge folks would mean "like a game". Simulationist would mean "like a simulation". And narrativist would mean "like a narrative".
That last sentence is also true of (say) existentialism, or constitutional law. Most bodies of theory aren't transparent and self-revealing.One of the most irritating things about GNS Theory is that there are some good ideas in there - and some folks have been able to pull them out and do good things with them - but actually trying to talk about it to anyone who doesn't already understand it is an exercise in frustration.
Ok, that all makes sense, thank you. I have experienced both of the problems you described (fortunately separately), and my house rules are aimed at improving the simulation rules. Lucky for me munchkin players are pretty rare at my table.What you are describing here is a technique - a way of establishing the content of the shared fiction.
I don't think you've fully specified your technique. For instance, building my PC with a high Pick Pocket skills is the use of a mechanical lever to try and influence the game toward a particular story result, namely, pockets being successfully picked by my PC - but I dobut you'd call that "narrativism". I think you are meaning mechanical levers that are "pulled" at the point of resolution, to generate departures from raw dice rolls and their modification by pre-determined bonuses or circumstance-generated modifiers.
Here you describe one goal that might be achieved by using the technique.
But here's another: in OGL Conan (published by Mongoose), a player can spend a Fate Point to create a minor advantage for their PC (eg if their PC is in prison, a servant working in the prison is a friend of a friend and so secretly brings the PC a dagger). That would most likely be used not with the aim of emulating a story genre, but with the aim of having the PC escape from prison. The fact that it somewhat resembles Conan stories is a plus - we are playing OGL Conan, after all! - but the player isn't aiming at genre emulation. That's just a byproduct.
Or consider a supers-type game, where the player spends the points so that their Iron Man-level PC can beat the Thanos-level NPC in the final confrontation. That's consistent with the genre - sometimes weaker heroes beat stronger villains - but the player's goal is to beat the challenge, not to emulate the genre.
Ron Edwards uses the labels simulationism, gamism and narrativism to describe overall creative/aesthetic goals, not particular techniques.
For me, that is consistent with what I posted in my earlier reply to you (post 187, not far upthread).
One thing Edwards is interested in is talking about the problems people have with the RPGing, as a precursor to trying to solve those problems.
Edwards thinks that there are two sorts of problem you are likely to encounter: broken simulation, ie when the mechanics don't really do a good job of telling you what is happening in the fiction and so someone (probably the GM) has to step in and ad hoc patch things up; and "munchkin" players, who aren't interested in seeing the world unfold via the mechanics but just want to focus on beating the opposition. The worst problem, he thinks, is when those two problems come together: so a real munchkin or power-gamer who seizes on the broken simulations and uses them to break the game! That sort of player is likely to generate a lot of at-the-table conflict, as the GM has to step in and try and patch-as-they-go and/or put their foot down on the munchkin behaviour.
Again, if the previous paragraph doesn't resonate at all, that will reinforce your scepticism. If it does make sense, it demonstrates exactly why Edwards and friends were developing the terminology and framework that they did.
What's a ROG?Alright, so then as a tool to talk about ROGs, you're definition of Narrativism includes any game with hitpoints and FATE and, well, anything with a metacurrency for any reason.
Is this useful in any way? Rhetorical -- it's very clearly not a useful definition to discuss RPGs.
I don't know how old you are, but from your list of game and also your description of how you like to play, I'm going to guess that you started RPGing in the early-to-mid 80s.Ok, that all makes sense, thank you. I have experienced both of the problems you described (fortunately separately), and my house rules are aimed at improving the simulation rules. Lucky for me munchkin players are pretty rare at my table.
@Ovinomancer can correct me, but I think it's a typo for RPG.What's a ROG?
Good call. I am 46, and did indeed start my gaming around 1984 with the Mentzer box.I don't know how old you are, but from your list of game and also your description of how you like to play, I'm going to guess that you started RPGing in the early-to-mid 80s.
For the sort of RPGing you're interested in, I think the Forge can help identify likely problems (like in my post) but I don't know if the Forge directly inspired RPGs (or possible house rules, techniques, etc) that would address them any better than what you're already doing. I think a lot of discussion around Rolemaster, HERO/Champions, and even 3E D&D - so conversations that began in the mid-80s and probably lasted until some time in the 3E era - would have addressed the sorts of problems you might have, and I imagine you've probably taken part in plenty of those discussions and used some of them to inform your house rules and your general approach to GMing.
I think the focus of mainstream RPGing has shifted from that 2-decade heyday for your sort of approach, so I don't know if you find much these days that is innovative in ways useful to you. My tentative guess would be that you don't, but that might just be my ignorance of those domains of the hobby.
I don't like metacurrency in general, but sometimes (like with hit points) you just have to put up with it and fiddle with it a little where you can.Alright, so then as a tool to talk about ROGs, you're definition of Narrativism includes any game with hitpoints and FATE and, well, anything with a metacurrency for any reason.
Is this useful in any way? Rhetorical -- it's very clearly not a useful definition to discuss RPGs.
An interesting thing about Apocalypse World is that it has (almost) no metacurrency. (I've used "almost", because there are a couple of particular playbook moves that come close, but are easily avoided.) On the surface, its allocation of functions to the GM and the players is very "traditional".I don't like metacurrency in general