I chafe a bit at this because:
I can extrapolate based on logic, causality and consistency but BECAUSE OF THE TYPE OF PERSON I AM, I'm naturally producing extrapolations that ALSO escalate (in the dramatic sense).
So it isn't either/or
You could in fact read Narrativism as saying, play with people whose living world extrapolations tends to ALSO lead to escalations across moral lines.
I stressed that it’s about
emphasis, not exclusion. Emphasis doesn’t mean other elements can’t be present, it means they aren’t the focus. Baker’s approach emphasizes passionate play and dramatic escalation. There are many ways to achieve that in a campaign, and extrapolation based on logic and causality is undoubtedly one of them.
My Living World campaign emphasizes creating the feeling that players have
been to the setting, that their characters have lived in it, using techniques like world in motion. However, those techniques are silent on Baker's creative goals. They don’t require passionate conflict or moral escalation. They allow it, but don’t privilege it.
A Living World sandbox works just fine for players who want nothing more than to grab ales at the tavern and plunder ruins. Players like that can avoid dramatic escalation entirely. But put them in a campaign built on Baker’s framework, and they’re likely to find passionate conflict and moral escalation a distraction, something imposed on them rather than arising from their choices.
On the other hand, players who
do want character-driven drama with the elements Baker outlined can thrive in both types of campaigns.
And to be clear: the fact that a Living World campaign can accommodate players who don’t care about dramatic conflict doesn’t make it
better. In a Living World sandbox, the burden is on the players to ensure their goals align well enough to function as a group. I may caution, advise, or coach, but the final authority over what they do in the setting rests with the players.
This stands in contrast to systems designed to support Baker’s style of Narrativism, which are often better at aligning group goals from the start, because that alignment is part of the system's purpose. The group chooses that framework up front, so everyone is already on board with the kind of play being pursued.
In a Living World sandbox, that alignment isn’t assumed. The players go through multiple steps during character creation, early sessions, and group discussion to find shared purpose. And even once play is underway, nothing prevents a player from deciding to change direction. The only real constraint is logistical: there’s just one of me, and I only have so many hours for my hobby.
But that’s a matter of bandwidth, not a flaw in my approach. If I had the time, the campaign could continue with one player pursuing a divergent goal while the rest followed another. In practice, what usually happens is that the player with a divergent agenda makes a new character better aligned with the group, and the world keeps moving forward.
In fact, there was a discussion about that last night when the party that had an assassin who was a member of the Claws of Kalis uncovered a major threat to the kingdom that was orchestrated by another sect of the Claws of Kalis. The player was fine with making up another character and have his original character leave the group. Ultimately the decision was made to warn the kingdom, not tackle the other group of Claw due to the party's capabilities, and keep the group together as they pursue other goals.