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    Suggestions for a "what are RPGs"/"how to play RPGs" resources

    Your analysis of the two types is spot on but for type B it's more accurate to say that the player who has authority over the trigger is the one who calls for the roll (or not). Sorcerer uses type B resolution and the trigger is (1) 'someone does something that conflicts with someone else's...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    This is an interesting question. As a group we're following along with the fiction and our aesthetic agenda attenuates us to the broader meaning, including the consequences that follow. In terms of basic functional play I think @The-Magic-Sword is correct. Erika has to respond in some way...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    I don't think she could ignore the revelation or she could but at that point play becomes outright dysfunctional. Otherwise we're pretty much in agreement. And yeah his thoughts on system should be totally ignored or at least contextualised. He's working within the 2E tradition and they only...
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    I'm a big advocate for having fixed stuff behind the screen but I think your point still stands. Being totally transparent and open on how the GM makes decisions puts the game as a whole in context.
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    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Isn't that already the core of Narrativist design or do you think people are missing something.
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    So I'd call it OC play as well. What's interesting is that Brennan is flat out telling a character about a revelation they had, crossing loads of lines but it turns out those lines don't actually matter much when the group is on board. Anyway I see why he's held in high esteem. On the way...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    I'm repeating my central thesis a lot but there's one more example I want to throw out. https://www.polygon.com/24105875/worlds-beyond-number-narrative-style-adventure About half way through this article there is an editor note and after that a paragraph beginning "a case in point comes...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    I want to walk back some of what I said earlier and talk about an imaginary example instead (well an example kind of based on some of my OC play) We're playing a trad type game, say Savage Worlds. There's Flashback, Shadow Song and the GM. It's a superhero game and Flashback and Shadow song...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    To expand a bit on my earlier comments. I said it wasn't about control and I really don't think it is. You can mess with the players backstory, their character, whatever you want, as long as you do it in a way that 'gets it.' With most OC players they want you to rain down a world of ruin...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    Probably the best approach is just to say you want your character to feel more challenged. 'My character gets everything he wants a bit too easily. I'd like it if things were harder on him. In a lot of stories the characters really have to go through the ringer, I'd like a bit more of that.'...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    To me that explains everything. If you're on the Gamist/Sim thing then the GM must adjudicate as they will or the whole thing falls apart. This really is a creative agenda clash. I do have a question about the Dwarf thing though. If you'd approached the girl, all tongue tied and awkward. Then...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    I reflected on this a bit more. I'd cede to the player in so much as I could but there's a point where it would just lead to the breakdown you mentioned. I was thinking of a player where I know we're mostly on the same page. There are people you play with where both ceding or not is going to...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    Yeah it's an issue of shared artistic goals, whether we're on the some page. I doubt the player is trying to subvert the wife or retroactively change her personality, that's just how you see it, not how it is. Which is a problem with all art and shared artistic vision. People are going to have...
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    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    There's a really good thread about OC play (Vincent calls it sim) on Anyway. http://lumpley.com/index.php/anyway/thread/444 It's worth reading in its entirety but you only really have to read up to post 20 maybe to get the gist. The social reward/cohesion in OC play is about affirming the...
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    What Games do you think are Neotrad?

    That makes sense. So I've only ever done neo-trad until I shifted to Narrativist play. That's what I figured but it's easy to become myopic about styles you haven't really experienced or don't understand.
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    What Games do you think are Neotrad?

    I think I'd kind of agree. I used to do OC (or something similar) before I went Narrativist. The GM style I was closest to was Brennan (maybe why he annoys me now hah). At the time I saw OC play as just good trad play and it's still hard for me to parse the difference. I currently lump PbtA...
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    What Games do you think are Neotrad?

    Do you consider there to be a difference between OC play and what Matt Mercer, Brennan Lee Mulligan do? I don't think there is one but I basically grew up with that style (before I moved to Narrativism) so it's always seemed the predominant mode of rpg play.
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    Be a GAME-MASTER, not a DIRECTOR

    Just to clear. If the players fail to solve the mystery then that it's, game over, they've lost. They need to get good? Or do you nudge them, change things a bit, prompt them?
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    Be a GAME-MASTER, not a DIRECTOR

    The way I see it is that there's the fiction and the system is how the fiction moves forward. So it precisely isn't that cues replicate play but they are the process of play. Instructions are really just conveying what the cues are. I think I'm just echoing @pemerton here. Where I think I may...
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    Be a GAME-MASTER, not a DIRECTOR

    Maybe I still get befuddled by mechanics rather easily but when I'm mocking up play it's first to see if I can actually use the mechanics in any sensible way. Then it's to see what they bring to play. Part of my ambivalence toward Apocalypse World's mechanics is that they do lots of cool stuff...
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