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    Roleplaying Games Are Improv Games

    The issue is due to the nature of Moves. If a Move imposes something in the fiction that you didn't actually want to do, the game has to stop to hash that out. Go Aggro as a go-to example doesn't allow for the nuance that a character could be perfectly willing to kill someone and could even go...
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    Roleplaying Games Are Improv Games

    Right yeah I agree with that. The statement probably ought to be that they can be a medium for it, not that they strictly are. Well thats what I'm saying makes Fiasco exceptional. And as for PBTA, I think a lot of that perception goes towards how certain fans of those games position them in...
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    Roleplaying Games Are Improv Games

    I think this is definitely an issue at play here, but from my perspective its more that RPGs are a lot of things at once. I touch on it the idea of the Duality, but as you relate, it can go farther than that. I think Gloomhaven, among other games, is a good example of how you can pull these...
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    Roleplaying Games Are Improv Games

    Its more of a way of framing that a lot of things a GM does can just be baked into the design, but it has to be done in a way that doesn't just manifest the same old problems in a different way nor require undue buy-in from players to get into. Not really; I think you're just picking up on...
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    Roleplaying Games Are Improv Games

    Since the beginning, going all the way back to Braunstein, roleplaying games (RPGs) have had at their core, most often unintentionally, an improv game. Why this is is pretty simple to understand: if the game allows an open ended possibility space, its fundamentally incorporating improv. Its that...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Its funny, for one, just how incredibly emotionally invested you are for absolutely no reason whatsoever. But its also funny that you think calling what I posted "non-sensical" even makes sense. Its triply funny to then act like crying about a "Wall of Text" isn't just a self-own. Anyways, I...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    This is what we in the internet argument business like to call a thought terminating cliche. You can either respond to the points presented or you can just stop responding to me if you no longer want to argue. E: I'll also add that the apparent hostility in the tone of your response is telling.
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Typically what happens is people will use Events to pull on their personal narratives, and if not, they'll pull in the things that have been going on to contextualize their prompts. For example, this Event: "They are coming...Run!" Even though the player may technically be the ones...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    It seems I apparently struggled to respond to this without being incredibly rude so I had ChatGPT politewash my response: I assumed you've actually been reading my posts and could easily infer that I was talking about the nature of Rules as an improv participant. I think this is a pretty...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    In general yes, but not in the way you're suggesting, and definitely not in the context of the kind of improv being discussed vis a vis RPGs.
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Thats the purpose of prompts, and why you can just outright ignore them if you want. In my experience, most people tend to come around to it once they see what they can do with them, even if they have that hang up, because even if you're the only person with an Event, you won't actually know...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    That's contextual as to whether or not imposing that on somebody is blocking or not. In a comedic skit, all that strictly matters is that its funny and you're not doing it to be a dweeb. In something more on the serious side of things, which includes most RPGs, that specific example very quickly...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Just the opposite. The failure to recognize also means people are most often unaware of these elements and how to approach them. Just hop over to the DND forum here and try talking about Improvise Action; you'll be met with cries of "GM Fiat" even though improvisation, and yes,and along with...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    If a given game presents people the open ended question of "what do you do", its fundamentally integrated an improv game. There isn't a single game in the RPG space that doesn't do this. Which is what I'm talking about when I say there's a problem with the space not recognizing that RPGs are...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    A lot of people haven't come to grips with their not actually liking RPGs, and it isn't helped by the fact that the entire hobby refuses to recognize they are all fundamentally improv games. Every. Single. One. From Braunstein to every 1 page pamphlet to every DND to every PBTA and so on. If...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Has to be said there isn't an either/or between wanting to enjoy combat, and storytelling, nor between whatever vague stuff we've decided Narrative means. Can also be said that the idea that a game can't be about multiple things at once is also bunk, and that its a weird, perverse DNDism to say...
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    Worlds of Design: Harmony

    I think Harmony is an unnecessary jargon term that in actuality is just describing an already existing thing, that being integration. In video game land, that issue is best exemplified in the modern trend of tacking on RPG-like progression systems that very obviously are only there to inflate...
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    Good RPGs for killing Nazis

    I don't have a recommendation, I just have a sneaking suspicion this: Isn't the actual motivation lol. I do agree with the sentiment though if my suspicions are correct 🙃
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    🤷‍♂️ what I get for trying to be considerate I guess. Edit: Ah, that wasn't in reference to the side track. Nevermind lol. Though that said, its weird and gatekeepy to suggest people who aren't into what those folks are into can't weigh in. That may be OP should've picked a better game that...
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