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A neotrad TTRPG design manifesto
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9245748" data-attributes="member: 82106"><p>Right, it is perfectly possible to have narrativist play where the premise is not something internal to the PCs. I mean, that is usually the case to at least some degree. In BitD the whole setting itself has a pretty strong premise, and the PCs are essentially just reflections of that, with their own 'stuff' thrown into the mix and interacting with that. I think it's pretty easy to imagine games where it is even more like that. For instance a Narrativist Star Wars game might focus on the possibility of redemption, which seems to be a bit of a theme running through it. I could imagine a game where "can you defy your fate?" could be the central question, where the premise is "nobody can defy their fate!" and we play to find out if that is true or not. Now, the details of the fate would likely be largely up to the player of each character, but escaping it would obviously require success and probably have bitter costs associated with it. Maybe in the end what you learn is 'no, the cost of defying fate is too high, I won't do it!'</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9245748, member: 82106"] Right, it is perfectly possible to have narrativist play where the premise is not something internal to the PCs. I mean, that is usually the case to at least some degree. In BitD the whole setting itself has a pretty strong premise, and the PCs are essentially just reflections of that, with their own 'stuff' thrown into the mix and interacting with that. I think it's pretty easy to imagine games where it is even more like that. For instance a Narrativist Star Wars game might focus on the possibility of redemption, which seems to be a bit of a theme running through it. I could imagine a game where "can you defy your fate?" could be the central question, where the premise is "nobody can defy their fate!" and we play to find out if that is true or not. Now, the details of the fate would likely be largely up to the player of each character, but escaping it would obviously require success and probably have bitter costs associated with it. Maybe in the end what you learn is 'no, the cost of defying fate is too high, I won't do it!' [/QUOTE]
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