FireLance
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String, or nothing.Mustrum_Ridcully said:What am I?
String, or nothing.Mustrum_Ridcully said:What am I?
Mustrum_Ridcully said:Okay, I didn't get FireLance response, but LostSoul ones made sense, and in way is correct. Neither seemed to be the answer I was looking for, though![]()
(I think LostSoul is close, though. In our group, we like to use the expression "Teutonic Overengineering". Don't build something that works, build the best for all circumstances, even if you never need it, will blow your budget or take longer than you have...)
Mustrum_Ridcully said:Okay, I didn't get FireLance response, but LostSoul ones made sense, and in way is correct. Neither seemed to be the answer I was looking for, though![]()
(I think LostSoul is close, though. In our group, we like to use the expression "Teutonic Overengineering". Don't build something that works, build the best for all circumstances, even if you never need it, will blow your budget or take longer than you have...)
Sure. But I don't think it will be the way the majority (at least the majority of existing players) will play 4e. But obviously it's how I want to play it!skeptic said:Or Vanilla narrativism ?
Yep, the opposite of the adventure path model.skeptic said:Something like.. When the adventure #1 ends, the DM ask to the players to come up with the triggering event of adventure #2 from which he starts his prep ? (I know that this may be not enough to effectivly produce nar play)
I think there may be some truth in this. But it's a delicate balance, because too much (for example) gamism at character build, or action resolution, runs the risk of making other playstyles impossible (because the whole game ends up revolving around victory over challenges, rather than the thematic significance of particular challenges).PrecociousApprentice said:It may be possible to have no tension between any of the legs of the triangle, as long as each leg deals with a separate area of the game, or lives on a different scale of the game.
I don't fully agree with this. Pervy narratavism also gives power to the rules - it's just that the rules themselves allocate narrative power to the players as well as (or instead of) the GM. And successful gamist rules also have to give power to the players - hence the complaints that 3E and 4e give too much power to players at the expense of the GM.PrecociousApprentice said:The dichotomy between narrative play and other play seems hinge the ability of the participants to choose how they create the story. Gamist and simulationist systems seem to both place the power in the rules, even if the power is given to the rules for different reasons.
I don't fully agree. As a long time player of purist-for-system simulationism (RM) I found it pretty helpful in making sense of what I'd been doing for all those years, and getting a sense of why some things worked in the game and some didn't.LostSoul said:Though I think GNS is really only helpful for people who self-identify as Narrativists.
Clearly Ron Edwards prefers narrativist play, but the essays are written so as not to expressly privilege one playstyle over another. Ron Edwards does characterise narrativist play as "ba..s to the wall" artistry which, leaving aside the unnecessary gendering, does suggest that he regards it as the most artistic form of play. I don't find that absurd, although I think it might exaggerate the quality or cutting-edge character of a lot of that art - in my experience most RPGers are not great novelists or movie directors just waiting to be discovered!PrecociousApprentice said:I think that there is an inherent bias in the current GNS theory literature that is tilted toward narrativism. The way most of the essays are writen, nar seems both the most pure or noble form of role play, and the most difficult for players to pull off, making it the most worthy pursuit.
This I don't agree with at all. Illusionism means the story is predetermined. Narrativism means the story emerges during play, as the primary purpose of play. Illusionism without player/GM antagonism would be a type of consensual high-concept simulationism. Well-GMed CoC would be an example of this, I think.PrecociousApprentice said:to me illusionism could easily fit the narrativist playstyle, as long as there is no tension between the players and the GM about what the story should entail.
As Lost Soul said, it's not easy to judge from that info. The bit's about immersion are common to all RPGing. The bits about mechanics likewise aren't GNS individuating: all they tell us is that you don't like 1st ed AD&D-style direct player-GM mediation of action resolution.Mustrum_Ridcully said:Okay, here's what I want to do, ideally <snip descriptions>
Mustrum_Ridcully said:GNS & Robin Laws...
Okay, here's what I want to do, ideally:
.....
What am I?
pemerton said:Do you like your character and his/her story to be predetermined, and the point of the game is to have the GM lead you through that story? Mabye simulationism.
Do you like to work out your character and his/her story in the course of play, as the main purpose of play (so you always succeed at that, even if your character doesn't always succeed at his/her goals)? Maybe narrativist.
Is the whole bit about character story simply a vehicle for taking on the challenges that the game poses? Maybe gamist.
My guess would be simulationist preferences, just because that's where many RPGers seem to default to ("simulationist by habit"). But it's hard to tell from the descriptions you give.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.