Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

The community here is not specialists, but hobbyists. They have some jargon of the general field, but not the deep specifics you are using. Nor do they generally have the time or inclination to spend the same time you did pouring over the Forge to get those words down pat, nevermind embracing all the changes in language in the decades since the Forge was a big deal.
Real talk. Where are those of us who can handle the jargon and the more esoteric concepts supposed to post instead? Where's this community for the few dozen of us who DO enjoy these topics to go?

Seriously, this is one of the few web forums with a dedicated RPG community around. And one of the main reasons I post here is because there are other people who do understand these topics, jargon and all. There aren't a lot of other places to go.
 

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Maybe. But I suspect if someone sat down to describe all these concepts in English -- not every little permutation that gets argued over for 50 pages, but the high points -- it'd be discovered that 99% of them need three to four words to reasonably describe each idea.
I don't think people here, who mostly know the nouns (though not all!), are typically arguing because they favor one of the styles over the other. They aren't disagreeing on what represents the styles that much. Maybe edge or corner cases.
 

Maybe. But I suspect if someone sat down to describe all these concepts in English -- not every little permutation that gets argued over for 50 pages, but the high points -- it'd be discovered that 99% of them need three to four words to reasonably describe each idea.
You make it sound like everyone is involved in this. Lets be real, at least 40 of those pages are 2-3 posters arguing if the term really means x, or if it only kinda means x.
 

I think the whole focus on jargon in discussing game styles is a huge problem. A lot of the folks promulgating this stuff were intentionally doing so as gatekeepers but yeah, it makes it hard or even impossible to explain this stuff to normal people.
I certainly don't do it to gatekeep. I do it because I'm lazy, and trying to think of a four or five word phrase to summarize an idea when the right word is right there is super irritating. I have to police my speech enough in real life.
 

Real talk. Where are those of us who can handle the jargon and the more esoteric concepts supposed to post instead? Where's this community for the few dozen of us who DO enjoy these topics to go?

Seriously, this is one of the few web forums with a dedicated RPG community around. And one of the main reasons I post here is because there are other people who do understand these topics, jargon and all. There aren't a lot of other places to go.
Yeah, it's a little odd because tbh, the line between hobbyists and specialists is blurrier in the humanities to begin with, which is what this is. My critical eye from my education is fully engaged on here and I arguably qualify as a specialist in that I have that critical training and apply it to RPGs fairly extensively, they ended up being a big part of my academic life.

Like, we're (usually) not citing sources and throwing out quotes, but I wouldn't say there's a higher level either, actual academics who do games are best described as fragmented and there's barely a coherent conversation, just people plugging away at entirely different stylings of what it means to study games, and the class system on social media is usually designers/industry vs. hobbyists, but that's not an appropriate hierarchy for the kind of critical community we have when discussing literature-- writers aren't top dog in literary theory, though a given writer (Tolkien for example) could be both, given The Critics and the Monster, or Oscar Wilde's assorted critical essays.
 

So this is interesting, because this very point was brought up in an article about the Last of Us TV show adaptation vis-a-vis the video game --- The Last of Us Is Not a Video-Game Adaptation

The article makes the point that to have narrative, in a game sense, you as a player have to allow for a sense of caring about the character narratively separately from caring for the character as an avatar ---

"One may care about a character on television, but one must care for a character in a video game. In fact, The Last of Us suggested that care, by definition, means choosing to have no choice, holding onto another person so tightly their survival becomes an inescapable necessity."
Thanks for the link. This was an interesting read, and there is some iintersection between the contents of the article with TTRPGs.

Playing a narrative-style game naturally posits this effect; places it front and center. You have to choose to have no choice if you want to implement elements of character narrative arcs. In most cases, narrativist-style games push their chips all-in on this. The premise of a "Story Now" game naturally intersects with character positioning in ways that the exploration of the premise will happen. As a player, you're supposed to just accept this.

Ironsworn's core mechanic of the "Iron Vow" literally wills this exigency into play.
There have been many times playing traditional games, like D&D or PF1-2, where I felt pretty disconnected from my character. Nothing really challenges my sense of character, who they are, their identity, or anything of the sort. While I am sure there are people who will pity me and say that everything would be solved if I played in their games, I do know that I have achieved such desired results with greater frequency by playing narrative-style games.

I absolutely disagree. Even the thread titles often require people to Google what the terms mean so that they can know what it's about.
Which of pemerton's thread titles did you need to Google to understand? I looked through the past few pages on his profile of threads he started, and I'm not sure which ones would require Google to understand, assuming you were a TTRPG hobbyist (as per Umbran above). Or do you have other threads or posters in mind?

Really? "Doyleist" is a concept that normal English can't capture?
"Doyleist," as best as I can tell, is not a term that comes from the Forge or TTRPG jargon. Nor is it one that I particularly find myself using. So maybe ask those people who regularly apply this outside term to TTRPGs why they choose to do so. And maybe while we are at it, we can talk about the fair number of TTRPG jargon that many here take for granted as not being jargon.

The existence of trolls doesn't in any way play into this. Also, you should report those people and put them on ignore.
IME, it does play into the matter because it is one reason, I suspect, why traffic tends to be low. The trolls tend to derail discussion and cause them to frequently circle or become heated. These heated discussions can become less about jargon and more about perceived badwrong ideas. That is one reason why I myself sometimes avoid them, and it has little to do with the jargon.

FYI, putting the trolls on ignore won't stop them from derailing those threads. It just means that I don't see who is derailing the threads. I will leave it at that.

As an experiment, go three months discussing these topics with zero jargon and see how much participation you have. I can almost guarantee the threads will be more lively with productive comments from people who don't normally participate in them.
As I am spending less and less time here on this forum as of late, I doubt that this experiment would reveal anything meaningful. But I would certainly be curious how much more productive those threads would be if the handful of trolls weren't sticking their heads into the thread to offer their disagreement in a discussion about playstyles and theory that they are self-professedly are wholly uninterested in. I imagine that it would be easier for inquisitive new people to stick their heads in those threads and ask questions in those threads if that were the case. :unsure:

But that isn't happening. No one's even trying, that I've seen.
I disagree that it isn't happening, but if you don't spend time in those threads, then it is natural that you don't see it.

If I told you that I have regularly seen people try to explain or talk about these concepts in "plain English," would you believe me? Or are you already set on believing that it rarely or never happens? Because I have seen posters like @innerdude, @hawkeyefan, @darkbard, and even @pemerton do this regularly with people wading into the discussion who aren't necessarily familiar with terms or language used. Several of these people did so with me when I was first hearing of these ideas. Often jargon is not their first or second choice. Very often, IME, these posters will cite and describe actual play examples from their games.
 

Part of the disconnect is probably about the nature of the challenge and not the language used.

When people are hoping to level up and get better gear, it’s to better face the challenges that already exist. There is a belief or hope that the world “is” and that they need to be ready for it in contrast to “we will make a good story together” and I will just throttle up or down so it looks good.

Some folks are wanting to believe the “dungeon” is mapped out and generally stocked and there dice and decisions will decide the outcome. They want to live! And survive the challenge…which could go either way. If they want to live why wouldn’t they worry about leveling up and getting better weapons?

It almost seems as though they are not ready to hear “it’s going to be ok, trust me.” And almost like they prefer to hear “if you are careful and lucky, you might survive and advance.”

One sounds like an invitation to immerse and experience and the other to play for some known stakes. I know of course that oversimplifies it and survival is not the only prize…but many of us prefer to play it with such stakes.

When the story “seems” to trump the cause and effect some people will get twitchy. Even if you tell them they can impact self and other, preferences are sometimes for the more predefined and quantified.

Absolutely no shade!!! But that is how I see it. The best explanation in the world won’t un-wargame me. I might try something more narrative as a one off but the drive to prep and survive will not be so easily shaken. And honestly…I don’t want it to be…
 
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Nope, unlike you (evidently) I don't consider playing RPGs or players in George Lucas Stance instead of Han Stance to be some kind of intrinsically invalid concept, or to not be an RPG or something,
Nor do I. It is not that the George Lucas Stance is invalid. Where the disagreement lies comes from the experiences that you associate with the "Han Stance," such as aligning with the character emotionally, are what I get from playing narrative-style games, which you seem to associate with playing the "George Lucas Stance," at least per my reading of your post. So it is less about what is valid or not, but about what "stances" engender particular play experiences.

and I'd appreciate if you didn't demean yourself further by suggesting that kind of roleplaying which I occasionally enjoy is somehow so wrong as to be an insult.
I would hope that we could have this conversation without resorting to making personal barbs that needlessly heat up the discussion.
 

Part of the disconnect is probably about the nature of the challenge and not the language used.

When people are hoping to level up and get better gear, it’s to better face the challenges that already exist. There is a belief or hope that the world “is” and that they need to be ready for it in contrast to “we will make a good story together” and I will just throttle up or down so it looks good.

Some folks are wanting to believe the “dungeon” is mapped out and generally stocked and there dice and decisions will decide the outcome. They want to live! And survive the challenge…which could go either way. If they want to live why wouldn’t they worry about leveling up and getting better weapons?

It almost seems as though they are not ready to hear “it’s going to be ok, trust me.” And almost like they prefer to hear “if you are careful and lucky, you might survive and advance.”

One sounds like an invitation to immerse and experience and the other to play for some known stakes. I know of course that oversimplifies it and survival is not the only prize…but many of us prefer to play it with such stakes.

When the story “seems” to trump the cause and effect some people will get twitchy. Even if you tell them they can impact self and other, preferences are sometimes for the more predefined and quantified.

Absolutely no shade!!! But that is how I see it. The best explanation in the world won’t un-wargame me. I might try something more narrative as a one off by the drive to prep and survive will not be so easily shaken. And honestly…I don’t want it to be…
I agree. In my style of play these behaviors are expected. Players want to level up to survive. The odds of dying are much lower as you go up and the consequences of dying are less because of raise dead and resurrectoin.
 

Part of the disconnect is probably about the nature of the challenge and not the language used.

When people are hoping to level up and get better gear, it’s to better face the challenges that already exist. There is a belief or hope that the world “is” and that they need to be ready for it in contrast to “we will make a good story together” and I will just throttle up or down so it looks good.

Some folks are wanting to believe the “dungeon” is mapped out and generally stocked and there dice and decisions will decide the outcome. They want to live! And survive the challenge…which could go either way. If they want to live why wouldn’t they worry about leveling up and getting better weapons?

It almost seems as though they are not ready to hear “it’s going to be ok, trust me.” And almost like they prefer to hear “if you are careful and lucky, you might survive and advance.”

One sounds like an invitation to immerse and experience and the other to play for some known stakes. I know of course that oversimplifies it and survival is not the only prize…but many of us prefer to play it with such stakes.

When the story “seems” to trump the cause and effect some people will get twitchy. Even if you tell them they can impact self and other, preferences are sometimes for the more predefined and quantified.

Absolutely no shade!!! But that is how I see it. The best explanation in the world won’t un-wargame me. I might try something more narrative as a one off by the drive to prep and survive will not be so easily shaken. And honestly…I don’t want it to be…

I agree. In my style of play these behaviors are expected. Players want to level up to survive. The odds of dying are much lower as you go up and the consequences of dying are less because of raise dead and resurrectoin.
I could see a skill play expectation at issue here. If the game portion is essentially survival, in that the dungeon is nothing more than a single challenge. It doesn't really matter why you are delving, or what happens after, you just go one challenge to the next. The focus isnt on the why, just that you survive the game. Obviously, the best way to do that is to get top of the line gear and level. The IP/setting is just window dressing.
 

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