I'm not responsible for what others say. I'm using the term as it is used by the person who coined it, Ron Edwards. Given that this thread seems hostile to citing sources, I'll sblock them:This is like the third definition of narrativism I’ve seen so far. Is it playing to find out what the characters would do when push comes to shove, or is it playing to make the characters feel like protagonists, or is it playing to make a point?
From here:
And from here:
It may be worth pointing out, for the sake of clarity, that in this second paragraph story now and narrativism are used as synonyms, and gamism and step on up are used as synonyms.
Narrativism is expressed by the creation, via role-playing, of a story with a recognizable theme. The characters are formal protagonists in the classic Lit 101 sense . . .[/b]
And from here:
Story Now requires that at least one engaging issue or problematic feature of human existence be addressed in the process of role-playing. "Address" means:
There cannot be any "the story" during Narrativist play, because to have such a thing (fixed plot or pre-agreed theme) is to remove the whole point: the creative moments of addressing the issue(s). Story Now has a great deal in common with Step On Up, particularly in the social expectation to contribute, but in this case the real people's attention is directed toward one another's insights toward the issue, rather than toward strategy and guts.
- Establishing the issue's Explorative expressions in the game-world, "fixing" them into imaginary place.
- Developing the issue as a source of continued conflict, perhaps changing any number of things about it, such as which side is being taken by a given character, or providing more depth to why the antagonistic side of the issue exists at all.
- Resolving the issue through the decisions of the players of the protagonists, as well as various features and constraints of the circumstances.
There cannot be any "the story" during Narrativist play, because to have such a thing (fixed plot or pre-agreed theme) is to remove the whole point: the creative moments of addressing the issue(s). Story Now has a great deal in common with Step On Up, particularly in the social expectation to contribute, but in this case the real people's attention is directed toward one another's insights toward the issue, rather than toward strategy and guts.
It may be worth pointing out, for the sake of clarity, that in this second paragraph story now and narrativism are used as synonyms, and gamism and step on up are used as synonyms.
I don't know what you mean by "making a character feel like a protagonist" and I don't know who you are imagining should experience the feeling.
In other storytelling media, the protagonist isn't just the main character. Their actions drive what occurs. (All forms can be subverted, including storytelling ones. Maybe there is RPGing that sets out to do this. But Edwards defines "narrativism" in a very traditional fashion.) In dramatic storytelling, not only does the action of the protagonist drive what occurs, but their action also reveals "the point" - the theme, the meaning, the author's insights, however exactly you want to think of what is at stake in storytelling. Now, narrativism is an approach to RPGing, and so it takes for granted certain features of the RPG form - that generally speaking one person manages the adversity while another manages the protagonist. It aspires to achieve the same sort of thing as dramatic storytelling does, but within the RPG form.
Thus, the player must be free to express their point via their play of their character - the protagonist. And the GM must be free to elicit that play, to put pressure on it, to riff on it, via their play of the adversity. That is the "conversation" that is at the heart of narrativist RPGing.
Apocalypse World isn't the only RPG that can reliably deliver narrativist RPGing. There are many others; my personal favourite is Burning Wheel. But I think the AW rulebook probably has the clearest description of how the conversation can work. For anyone who is interested, it repays close study.