hawkeyefan
Legend
Yeah, the first 2 series TOS and TNG focus almost exclusively on the bridge crew and generally portray them as very highly accomplished upholders of the values of Star Fleet (though not always beyond reproach). So I can see how someone might just fixate on nothing but reproducing that exact scenario. As you said, there was rather a mismatch in premise there. I haven't played the newest Trek RPG, but I'm guessing it is a bit more narrativist in its approach than the older ones?
I’ve heard it described as such, but I didn’t really find it to be very narrative in approach. It does have what many consider to be meta-currencies in the form of Momentum and Threat. For some people, meta-mechanics like that are what makes a game narrativist.
I thought it played pretty traditionally. But, as I said, we had a GM very devoted to the setting… so perhaps there was something we were missing.
It’s the 2d20 system from Modiphius, which they use for lots of games. I’ve heard Dune is more narrative, but the rest (Conan, John Carter, Fallout, Mutant Chronicles) seem pretty traditional. I could certainly be wrong, though.
I think its all deeper than any of this. It isn't about TECHNIQUE, its about effect, and openness to seeing what will come out in play. The failed Star Trek campaign is a perfect, though obviously extreme, example: the GM simply wasn't open, didn't open up and play the gig. Instead he had his little script and the players were there to say the lines. So, the more linear and the more one-dimensional the conception and allowed direction of the game, the more its likely to just be empty of that spark, which you cannot really easily describe but which comes when a game is truly open in some sense, open to itself.
The only REAL discussion is "what techniques really work better or worse for that?" Its pointless to try to split hairs in terminology or run around debating value judgments that aren't important. How do you get that spark? IME, and I've run and played a LOT of different games with a pretty decent variety of people, the PbtA principle 'Play to find out what happens' is the most succinct way to describe it that I know of. Everyone, doing that together, with no holdouts, can, maybe not will but can, produce that. It could happen playing B2, it is fairly likely to happen playing BitD, I think.
Yes, I agree that it’s about technique. Examples of which may or may not be a component of a given RPG, and when they’re not, then it’s the participants that matter.