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A neotrad TTRPG design manifesto
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9242851" data-attributes="member: 82106"><p>Well.... if you, say, look at 'TV' shows you find that the OVERWHELMING majority of all material is aimed in a dramatic direction. I agree that there are other possible modes though. I mean, "The Good Place" is a beautiful example of a narrative focused primarily on non-dramatic elements. It is worth noting however that it STILL has a significant element of protagonism and a story which evolves partly due to the opposing agendas and natures of the various characters. Still, the major thrust is on explication of philosophical and meta-physical points related to moral concepts. </p><p></p><p>Honestly, I think it is very consonant with a lot of what RE is talking about, albeit in a very different medium and thus not entirely relevant. I think a lot of RPG play in narrativist style hinges on these sorts of things. Its perfectly possible to consider 'lyrical play' for example in terms of narrativism! Lets look at, for example, The Dying Earth RPG, which is NOT narrativist in form. I think applying narrativist techniques to this sort of whimsical fantasy, where the goal is evoking these feelings of the arbitrary capricious nature of things, etc. is prominent is quite feasible using narrativist techniques. You will need to deploy the proper 'machinery' and correctly formulate the agenda and principles of play, but I could QUITE EASILY see a PbtA which successfully evoked Vance's work. I doubt I'd be clever enough to design it, even with an understanding of PbtA in general, but I think its quite possible and falls within the narrativist wheelhouse.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9242851, member: 82106"] Well.... if you, say, look at 'TV' shows you find that the OVERWHELMING majority of all material is aimed in a dramatic direction. I agree that there are other possible modes though. I mean, "The Good Place" is a beautiful example of a narrative focused primarily on non-dramatic elements. It is worth noting however that it STILL has a significant element of protagonism and a story which evolves partly due to the opposing agendas and natures of the various characters. Still, the major thrust is on explication of philosophical and meta-physical points related to moral concepts. Honestly, I think it is very consonant with a lot of what RE is talking about, albeit in a very different medium and thus not entirely relevant. I think a lot of RPG play in narrativist style hinges on these sorts of things. Its perfectly possible to consider 'lyrical play' for example in terms of narrativism! Lets look at, for example, The Dying Earth RPG, which is NOT narrativist in form. I think applying narrativist techniques to this sort of whimsical fantasy, where the goal is evoking these feelings of the arbitrary capricious nature of things, etc. is prominent is quite feasible using narrativist techniques. You will need to deploy the proper 'machinery' and correctly formulate the agenda and principles of play, but I could QUITE EASILY see a PbtA which successfully evoked Vance's work. I doubt I'd be clever enough to design it, even with an understanding of PbtA in general, but I think its quite possible and falls within the narrativist wheelhouse. [/QUOTE]
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