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<blockquote data-quote="AbdulAlhazred" data-source="post: 9236807" data-attributes="member: 82106"><p>Right, and this is why I've come to favor Narrativist play. Like in our Agon game last night at the very end of the island (adventure) my character described the outcome of the final conflict in a way which was not at all suggested by anything that had come before. I simply extrapolated my PC's abilities, and in keeping with the already established narrative of the conflict (It was a 'Craft and Reason' domain conflict) I crafted an item which provided a reasonable and (IMHO) satisfying narrative describing my success in resolving it. Honestly, going into the conflict I had NO IDEA that this would be the resolution. I selected dice to put into my pool based on various resources available to me, and then abided by the constraints thus imposed. I forget all the details of the dice pool, but my character is a highly accomplished crafter and also known for peacefully resolving conflicts. IIRC I invoked a bond with Apollo (big d12), which suggested use of knowledge, along with my 'Rune Master' primary Epithet (which I get a D8 for). </p><p></p><p>This is the type of emergent story that comes up in Narrativist play. The mechanics and ongoing fictional position suggest and create certain constraints and range of potential outcomes, and then a mix of rules/procedures/principles and creativity generally lead to the actual narrative. Agon is a bit different from, say, PbtA in the details of the process, but all these games aim for a similar kind of play.</p><p></p><p>I guess my real question is whether or not this is substantially different from any kind of process and outcome that would be expected to arise in putative 'neo-trad' play? I mean, is there actually a game which, according to [USER=71699]@clearstream[/USER] is NOT neo-trad but is Narrativist? I basically feel like, at most, neo-trad by this definition is a synonym for Narrativist play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9236807, member: 82106"] Right, and this is why I've come to favor Narrativist play. Like in our Agon game last night at the very end of the island (adventure) my character described the outcome of the final conflict in a way which was not at all suggested by anything that had come before. I simply extrapolated my PC's abilities, and in keeping with the already established narrative of the conflict (It was a 'Craft and Reason' domain conflict) I crafted an item which provided a reasonable and (IMHO) satisfying narrative describing my success in resolving it. Honestly, going into the conflict I had NO IDEA that this would be the resolution. I selected dice to put into my pool based on various resources available to me, and then abided by the constraints thus imposed. I forget all the details of the dice pool, but my character is a highly accomplished crafter and also known for peacefully resolving conflicts. IIRC I invoked a bond with Apollo (big d12), which suggested use of knowledge, along with my 'Rune Master' primary Epithet (which I get a D8 for). This is the type of emergent story that comes up in Narrativist play. The mechanics and ongoing fictional position suggest and create certain constraints and range of potential outcomes, and then a mix of rules/procedures/principles and creativity generally lead to the actual narrative. Agon is a bit different from, say, PbtA in the details of the process, but all these games aim for a similar kind of play. I guess my real question is whether or not this is substantially different from any kind of process and outcome that would be expected to arise in putative 'neo-trad' play? I mean, is there actually a game which, according to [USER=71699]@clearstream[/USER] is NOT neo-trad but is Narrativist? I basically feel like, at most, neo-trad by this definition is a synonym for Narrativist play. [/QUOTE]
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