A neotrad TTRPG design manifesto

To me that sounds like sim is necessarily exclusive of the other two agendas. There were definitely times I was just curious about the world we had going in Torchbearer 2, but the challenge-driven gamist parts and the values-driven narrative parts were part and parcel of that—precisely because the world was cold, harsh, challenging, and character-defining, I found those other facets of the game were a beautiful fit for sim exploration. I really can't pick one of the three agendas as primary overall in my experience of Torchbearer 2 (which also fits my understanding of Ron Edwards's earlier writings on how the agendas should be understood in relation to moments and not whole games or persons).
I don't think moments are sufficient.

Vincent Baker (from here and here):

So you have some people sitting around and talking. Some of the things they say are about fictional characters in a fictional world. During the conversation the characters and their world aren't static: the people don't simply describe them in increasing detail, they (also) have them do things and interact. They create situations - dynamic arrangements of characters and setting elements - and resolve them into new situations.

They may or may not have formal procedures for this part of the conversation, but the simple fact that it consistently happens reveals some sort of structure. If they didn't have an effective way to negotiate the evolution of situation to situation, their conversation would stall or crash.

Why are they doing this? What do they get out of it? For now, let's limit ourselves to three possibilities: they want to Say Something (in a lit 101 sense), they want to Prove Themselves, or they want to Be There. What they want to say, in what way they want to prove themselves, or where precisely they want to be varies to the particular person in the particular moment. Are there other possibilities? Maybe. Certainly these three cover an enormous variety, especially as their nuanced particulars combine in an actual group of people in actual play.

Over time, that is, over many many in-game situations, play will either fulfill the players' creative agendas or fail to fulfill them. Do they have that discussion? Do they prove themselves or let themselves down? Are they "there"? As in pretty much any kind of emergent pattern thingy, whether the game fulfills the players' creative agendas depends on but isn't predictable from the specific structure they've got for negotiating situations. No individual situation's evolution or resolution can reveal a) what the players' creative agendas are or b) whether they're being fulfilled. Especially, limiting your observation to the in-game contents of individual situations will certainly blind you to what the players are actually getting out of the game.

That's GNS in a page.

************

Let's be clear about my assertion.

<begin assertion>
If we collaboratively address theme, we were playing Narrativist for the entire time it took us to address the theme. A session, several sessions, a whole summer's play - whatever.

If we collaboratively address theme for three sessions in the middle of a campaign but not for the whole campaign, we weren't playing Narrativist the whole time, just for those three sessions. It's very important to note that it takes significant time to address theme: one character decision, one scene, is VERY RARELY sufficient.
<end assertion>

If you defy that, then you don't understand Narrativism. There is no other definition for Narrativist play than "we collaboratively created theme."

Furthermore: "Vincent identifies adding theme in a couple of places in the originating post, and says 'But this must sacrifice integrity of the Sim.'"

No. Never.

Taking on human issues requires us to own the source material, to work with it, and to not revere it.

If you sacrifice the integrity of your character, of the setting, or of the in-game causality, you have irrevocably [wrecked] Narrativist play, just as badly as every other kind of play.

Revering your source material is a whole different thing than relying on its integrity.

******

Hey friends, this is really important.

I know GNS. I know it approximately as well as any other living person does.

If you're, let's say, Ron Edwards, Mike Holmes, Ralph Mazza, Paul Czege, one of that crew - I'll debate with you what the definitions really are.

Otherwise, I'm going to ask you to take my word for it.

Narrativism, Simulationism, Gamism - they operate at a time scale you can generally measure in hours. They are not present in moment-to-moment decisions.​

And now Edwards, from here:

Simulationist play works as an underpinning to Narrativist play, insofar as bits or sub-scenes of play can shift into extensive set-up or reinforcers for upcoming Bang-oriented moments. It differs from the Explorative chassis for Narrativist play, even an extensive one, in that one really has to stop addressing Premise and focus on in-game causality per se. Such scenes or details can take on an interest of their own, as with the many pages describing military hardware in a Tom Clancy novel. It's a bit risky, as one can attract (e.g.) hardware-nuts who care very little for Premise as well as Premise-nuts who get bored by one too many hardware-pages, and end up pleasing neither enough to attract them further.​

If your Torchbearer play had those "pages of hardware" - ie not just your curiosity about the world, but actual play over a span of time in which the focus of play was on unfolding and revealing the world - that's interesting, and different from my experience. In my reply to which you replied, I was envisaging something more like what Edwards calls the "exploratory chassis" for narrativist or gamist play.[/url]
 

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I’m sorry, but Narrativist play doesn’t do victory and defeat?!!! What the heck are the dice for?

I’d suggest the bigger error is in the claim that narrativist play doesn’t care about victory and defeat. If it doesn’t then it seems awfully similar to a more complex shared story telling exercise.
Victory is not a meaningful measure of anything in Narrativist play, that is correct! It could exist in a dramatic sense, but it is not a goal of play. For example our Blades crew could have retired at various points, or consolidated their gains and become part of the system. Instead we escalated conflict to a point where our demise was a forgone conclusion ala Butch Cassidy. It's about going where you have to go to play the characters as they are, not any other goal. Or something similar, each nar game has variations on the theme.
 

If your Torchbearer play had those "pages of hardware" - ie not just your curiosity about the world, but actual play over a span of time in which the focus of play was on unfolding and revealing the world - that's interesting, and different from my experience. In my reply to which you replied, I was envisaging something more like what Edwards calls the "exploratory chassis" for narrativist or gamist play.[/url]
I didn't look at unfolding and revealing the world as pages of hardware, but certainly any time we undertook a journey, or dealt with matters in town, it felt to me like we were unfolding and revealing the world—which I enjoyed for its own sake—but we did so by facing difficult challenges of competence and challenges to beliefs etc., including the high likelihood of undersirable outcomes—again, precisely because those were integral to the fabric of that world. There is no exploring the world of Torchbearer for its own sake without The Grind. There is no exploring the world of Torchbearer for its own sake without having to fail at checks in order to be able to make camp and recover enough to be able to press on—maybe. The unwanted and unwelcome certainly happened—but, what was unwanted and unwelcome depended very much on the moment and the perspective. Yes, I wanted to succeed at a particular test because that would get me ahead; but from another perspective, I wanted to fail the test so that I could perhaps bump a skill, or gain a check toward making camp. And oh yes, I would judge how much to invest in a test based on how important it was to succeed vs. to gain a check. That ability to switch my creative agenda lens on a single moment is one of the things I liked best about the game!

I might go so far as to say, if I had to choose only one creative agenda as primary for me in Torchbearer 2, over long-term play—I would pick sim. But I'd really rather not have to do that, because I definitely felt that the game scratched each of those itches for me in varying amounts over the course of play.

As for moments, I think those add up over time. The emphasis changes from moment to moment, but the same things keep returning in those nonconsecutive, but sequential, moments.
 

Victory is not a meaningful measure of anything in Narrativist play, that is correct! It could exist in a dramatic sense, but it is not a goal of play. For example our Blades crew could have retired at various points, or consolidated their gains and become part of the system. Instead we escalated conflict to a point where our demise was a forgone conclusion ala Butch Cassidy. It's about going where you have to go to play the characters as they are, not any other goal. Or something similar, each nar game has variations on the theme.
Well now, that depends on if one considers retiring or becoming part of the system to be a victory! I certainly took my character Skewth into any fraught situation in our Blades campaign with his goal of coming out on top relative to his skewed perception of the world (hence his name), and I did everything I could as a player to ensure that.

As with Torchbearer, one of the things I really like about Blades in the Dark is how it makes narrative & gamist agendas work in relay or tandem, again depending on point of view. Now, I do not recall feeling during our campaign that it was particularly heavy on sim (as compared to Torchbearer, and for what should be similar reasons). I find that interesting and might want to put some time in considering why.
 

So, the full context of play to find out is we play to find out what happens. That means everyone at the table (especially the GM) approaches the game with curiosity and does not try to nudge or push the narrative outcome in a specific direction. It's basically the same formulation as Monsterhearts' keep the story feral. There are definitely more traditional models of play I believe count as we play to find out what happens, but certainly not all. GM storytelling or players specifically targeting a character arc they have in mind before play certainly do not, but counting here is not a meaningful judgement. The collaborative storytelling of a typical L5R 5e (one of my favorite games) campaign is specifically not about playing to find out what happens.

Issue with that is that the games that adhere to the idea are still bound by the same kinds of storytelling; they just offload it onto the rules system, with may be some allowance for improv to tie all the bits together.

You can't really play a game expecting a story to happen as part of it and not have something or someone doing some storytelling.

In a lot of ways I keep seeing games like this as games that were designed to come off like they're emergent experiences, and are certainly pitched that way, when they're the exact opposite. Outside of the requisite improv (aka roleplaying) that is.
 

I didn't look at unfolding and revealing the world as pages of hardware, but certainly any time we undertook a journey, or dealt with matters in town, it felt to me like we were unfolding and revealing the world—which I enjoyed for its own sake
I'm stopping here, not to devalue the rest of your post but because - from the point of view of compared play experiences - this was what stood out for me.

Admittedly in Torchbearer I'm on the GM side rather than the player side - but I don't think our Town or Journey phases feel like this. When I roll the weather dice before a Journey, and calculate the Toll, my players groan at the horror of it all (this is the "gamist", "underlying urgency" that I mentioned upthread). But I don't think it is experienced as an unfolding to be focused on in itself. (Vincent, in what I quoted, uses the word "revere" which has its own rather strong connotations; hence why I've pulled back to "focus" or "being there".)

And in our Town Phases I tend to frame scenes and establish consequences pretty vigorously - like in the most recent one, where the PC Golin got kidnapped by his enemy Golin (mechanically: failed Circles), and forcibly inducted into the Void Kult, which ended up having the consequence that the PCs were run out of town (mechanically: another failed Circles, that ended Town Phase). So again, I don't think there is so much unfolding.
 

I’m sorry, but Narrativist play doesn’t do victory and defeat?!!! What the heck are the dice for?

I’d suggest the bigger error is in the claim that narrativist play doesn’t care about victory and defeat. If it doesn’t then it seems awfully similar to a more complex shared story telling exercise.
I don't know, I don't think dice rolling necessitates a victory / defeat scenario.

To put forward my rough understanding of GNS stuff, based on these threads, and using what is probably an awful analogy, Game of Life:

Game of Life as it stands is very much gamist, with a lot of RNG, but have choices for how long you may go through some segments to try and get best outcome (go to college or straight into work, get married or not), but end of the day it is measured by total dollars as to who wins, and can strive for that and see how well you do, how poorly the dice treat you as such, but there are number of decision points that as you know the game better, you can make a better informed decision to improve your chances.

If take away the winning conditions, instead allow players to go through it with trying to go for a story they want (e.g. want to go through college, have a family, or the like) and see how well they do in achieving their goal (do they graduate?), then it becomes more narrativist it seems, with the spinner etc allowing them to see how they fare, do they get twins or not? etc. Yes more story telling, but allowing the game to drive finding out what happens / how the story occurs as such.

It would need drastic changes to make it simulationist I think, maybe put time bounds on it in, along with life expectancy stuff, potentially more career options with salary changes, certain careers more likely to be made redundant etc, and then spinner used less and more for % sort of chances as required (and maybe spin for various things at start of each turn - chance of redundancy, chance of death, chance of divorce).

Doesn't translate fully to TTRPG to my mind, but illustrates some of the differences I see.
 

It feel like you are overly boxing in the definitions. Every moment of a game doesn’t need those particular things to be sim or nar or gamist.

If you define them too broadly, your question becomes a tautology. My choice of examples was not an accident; if something is a genuine anticlimax its not trivial, and the non-trivial moments are those that the agendas should be most looking at. It doesn't matter if trivial side-issues don't hit the one you're pursuing, but if very much matters with the climactic ones, and those are the ones that you're going to struggle not to land out of at least one of those categories.
 

Isn’t losing the ultimate unwelcome and unwanted?
Yup! This is EXACTLY SO! And how would you lose in a gamist sense if you were not playing by any rules? You'd have Calvinball, nobody 'wins' or 'loses' that (which is of course the whole joke associated with the 'game' in the comic strip). Baker never restricted his statement about the purpose of rules to one agenda! Which things are welcome and unwelcome is fundamentally definitional to agenda.
 

I didn't look at unfolding and revealing the world as pages of hardware, but certainly any time we undertook a journey, or dealt with matters in town, it felt to me like we were unfolding and revealing the world—which I enjoyed for its own sake—but we did so by facing difficult challenges of competence and challenges to beliefs etc., including the high likelihood of undersirable outcomes—again, precisely because those were integral to the fabric of that world. There is no exploring the world of Torchbearer for its own sake without The Grind. There is no exploring the world of Torchbearer for its own sake without having to fail at checks in order to be able to make camp and recover enough to be able to press on—maybe. The unwanted and unwelcome certainly happened—but, what was unwanted and unwelcome depended very much on the moment and the perspective. Yes, I wanted to succeed at a particular test because that would get me ahead; but from another perspective, I wanted to fail the test so that I could perhaps bump a skill, or gain a check toward making camp. And oh yes, I would judge how much to invest in a test based on how important it was to succeed vs. to gain a check. That ability to switch my creative agenda lens on a single moment is one of the things I liked best about the game!

I might go so far as to say, if I had to choose only one creative agenda as primary for me in Torchbearer 2, over long-term play—I would pick sim. But I'd really rather not have to do that, because I definitely felt that the game scratched each of those itches for me in varying amounts over the course of play.

As for moments, I think those add up over time. The emphasis changes from moment to moment, but the same things keep returning in those nonconsecutive, but sequential, moments.
My feeling in that TB2 game we did was more a combination of gamist and narrativist play. The sucker is HARD, if you want to stay alive, you MUST play well, this is a game that has no easy mode! The grind is TRYING TO KILL YOU and it WILL unless you defeat it. Doing that requires careful consideration of exactly where to deploy your inadequate resources, and skillfully building up currency and advancing skills, AND at the same time getting experience (fate/persona) while avoiding excessive conditions (damage). Its ALSO Narrativist in that your character has strong flags, a nature, beliefs, instinct, etc. which both you and the GM can, and will, test and probably change over time in response to outcomes.

Yes, it has a geographical exploration component as well, which feeds the gamist and narrativist parts fictionally (IE by explaining why you are about to die and giving you a chance to test yourself and see what happens). Not that pure exploration is unimportant, but there's basically no politics, history, etc. that is worth much to explore, its all ruins, ice, and nasties. The world never surprises you, it's ugly a brutal from start to finish! Even the TOWN is ugly and brutal, and you can easily die there too!
 

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