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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7568465" data-attributes="member: 42582"><p><a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">Here is Ron Edwards</a> on the challenge of "story now" play to the participants:</p><p></p><p style="margin-left: 20px">Given that theme arises during Narrativist play, what does it look like, and how limited or well-defined is it? This breaks down into three independent issues . . .</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">1) The potential for personal risk and disclosure among the real people involved.</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">* High risk play is best represented by playing <em>Sorcerer</em>, <em>Le Mon Mouri</em>, <em>InSpectres</em>, <em>Zero</em>, or <em>Violence Future</em>. You're putting your ego on the line with this stuff, as genre conventions cannot help you; the other people in play are going to learn a lot about who you are.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Low risk play is best represented by playing <em>Castle Falkenstein</em>, <em>Wuthering Heights</em>, <em>The Dying Earth</em>, or <em>Prince Valiant</em>. These games are, for lack of a better word, "lighter" or perhaps more whimsical - they do raise issues and may include extreme content, but play-decisions tend to be less self-revealing.</p> </p> </p><p></p><p>The test/challenge for the player is not so much <em>can you solve this puzzle</em> as <em>can you take having to make this choice</em>? I would tend to put Burning Wheel into Ron Edwards's "high risk" category; and can testify from experience that he has correctly classified Print Valiant as "low risk". I think Marvel Heroic RP/Cortex+ Heroic also falls into the "low risk" category. I'll leave the classification of DW to others with more experience.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7568465, member: 42582"] [url=http://www.indie-rpgs.com/_articles/narr_essay.html]Here is Ron Edwards[/url] on the challenge of "story now" play to the participants: [indent]Given that theme arises during Narrativist play, what does it look like, and how limited or well-defined is it? This breaks down into three independent issues . . . [indent]1) The potential for personal risk and disclosure among the real people involved. [indent]* High risk play is best represented by playing [I]Sorcerer[/I], [I]Le Mon Mouri[/I], [I]InSpectres[/I], [I]Zero[/I], or [I]Violence Future[/I]. You're putting your ego on the line with this stuff, as genre conventions cannot help you; the other people in play are going to learn a lot about who you are. * Low risk play is best represented by playing [I]Castle Falkenstein[/I], [I]Wuthering Heights[/I], [I]The Dying Earth[/I], or [I]Prince Valiant[/I]. These games are, for lack of a better word, "lighter" or perhaps more whimsical - they do raise issues and may include extreme content, but play-decisions tend to be less self-revealing.[/indent][/indent][/indent] The test/challenge for the player is not so much [I]can you solve this puzzle[/I] as [I]can you take having to make this choice[/I]? I would tend to put Burning Wheel into Ron Edwards's "high risk" category; and can testify from experience that he has correctly classified Print Valiant as "low risk". I think Marvel Heroic RP/Cortex+ Heroic also falls into the "low risk" category. I'll leave the classification of DW to others with more experience. [/QUOTE]
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