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Can we talk about best practices?
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<blockquote data-quote="Fanaelialae" data-source="post: 8339127" data-attributes="member: 53980"><p>I think Plot Points (DMG 269) renders this line of inquiry rather moot. </p><p></p><p>That said, I'm not sure that the presence or absence of rules can be said to be anything other than objective fact. Either the rule exists or it doesn't (whether or not anyone recollects it's existence).</p><p></p><p>However, whether or not something is negligible is essentially subjective. We're not talking about a chemical analysis, where the presence of some substance will or won't bias certain test results based on concentration. We're examining game rules, so obviously there's a significant subjective element. Which isn't to say that certain claims can't be questioned. It's certainly subjective, but I don't think it's reasonable to claim that Monopoly supports a narrative focus as well as an RPG does. Just for starters, an RPG has an expectation of narrative, unlike Monopoly. Whether that is a heavily plotted narrative, an emergent narrative, or something in between.</p><p></p><p>(And lest you make this about narrative games, I will remind everyone once again that I was not claiming that 5e was a narrative game in the same sense that Fate is - I literally stated in multiple posts that it is not - I was using the terms narrative oriented and narrative focused to distinguish this; I'm unfamiliar with a better common term for my meaning. You can use narrative tools without having a narrative game. Narrative games just have a more developed narrative toolset than other RPGs. I would define a narrative oriented game as making the most of the existing toolset, as opposed to something like an old school dungeon crawl where the narrative only exists in retrospect.)</p><p></p><p>I think my earlier post (about how the knight errant would tell the DM he is going to look for his brother) illustrates the narrative toolset that RPGs share. There could be more collaboration, obviously, but I think this is a sufficient example to grasp my meaning.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8339127, member: 53980"] I think Plot Points (DMG 269) renders this line of inquiry rather moot. That said, I'm not sure that the presence or absence of rules can be said to be anything other than objective fact. Either the rule exists or it doesn't (whether or not anyone recollects it's existence). However, whether or not something is negligible is essentially subjective. We're not talking about a chemical analysis, where the presence of some substance will or won't bias certain test results based on concentration. We're examining game rules, so obviously there's a significant subjective element. Which isn't to say that certain claims can't be questioned. It's certainly subjective, but I don't think it's reasonable to claim that Monopoly supports a narrative focus as well as an RPG does. Just for starters, an RPG has an expectation of narrative, unlike Monopoly. Whether that is a heavily plotted narrative, an emergent narrative, or something in between. (And lest you make this about narrative games, I will remind everyone once again that I was not claiming that 5e was a narrative game in the same sense that Fate is - I literally stated in multiple posts that it is not - I was using the terms narrative oriented and narrative focused to distinguish this; I'm unfamiliar with a better common term for my meaning. You can use narrative tools without having a narrative game. Narrative games just have a more developed narrative toolset than other RPGs. I would define a narrative oriented game as making the most of the existing toolset, as opposed to something like an old school dungeon crawl where the narrative only exists in retrospect.) I think my earlier post (about how the knight errant would tell the DM he is going to look for his brother) illustrates the narrative toolset that RPGs share. There could be more collaboration, obviously, but I think this is a sufficient example to grasp my meaning. [/QUOTE]
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