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Challenge the Players, Not the Characters' Stats
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<blockquote data-quote="howandwhy99" data-source="post: 4509437" data-attributes="member: 3192"><p>It isn't cool to assign intentions to people's words on the internet. It's hard to know the reasons behind their actions.</p><p></p><p>(though ironically, assigning intentions to your customers when you design "narrational resolution games" makes all the difference in the world) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I'm still convinced their qualification for "narrative authority resolution" or "NAR" rules is meaningless when it comes to design differences in any other game's ruleset. It's a scam to call any kind of rule design collaborative storytelling when used with "storytelling intent". It's the whole, "if I 'intend' to play baseball to tell a story or improvisationally act when playing, then they are "story" or "theatre" games" schtick. The real NAR design elements in those games' rulesets are world alteration rules "outside of role-play". </p><p></p><p>And I will say they do know it. Otherwise such ridiculous assertions wouldn't be made about game prep being "role-play". If you are "playing the role" of the game prepper in real life that means you are also engaged in the act of role-playing? But when you play the role of a baseball player, or doctor, or dentist in real life you aren't? By their definition, you have to allow this to be so. I mean really. When I use a Rand McNally map in my RPG session, how on earth does the cartographer become a role-playing participant in my game? I believe the GNS answer is: when you use NAR rules you are playing the role of a storyteller. It's the only functional way to include non-role-playing actions as role-play.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4509437, member: 3192"] It isn't cool to assign intentions to people's words on the internet. It's hard to know the reasons behind their actions. (though ironically, assigning intentions to your customers when you design "narrational resolution games" makes all the difference in the world) ;) :p I'm still convinced their qualification for "narrative authority resolution" or "NAR" rules is meaningless when it comes to design differences in any other game's ruleset. It's a scam to call any kind of rule design collaborative storytelling when used with "storytelling intent". It's the whole, "if I 'intend' to play baseball to tell a story or improvisationally act when playing, then they are "story" or "theatre" games" schtick. The real NAR design elements in those games' rulesets are world alteration rules "outside of role-play". And I will say they do know it. Otherwise such ridiculous assertions wouldn't be made about game prep being "role-play". If you are "playing the role" of the game prepper in real life that means you are also engaged in the act of role-playing? But when you play the role of a baseball player, or doctor, or dentist in real life you aren't? By their definition, you have to allow this to be so. I mean really. When I use a Rand McNally map in my RPG session, how on earth does the cartographer become a role-playing participant in my game? I believe the GNS answer is: when you use NAR rules you are playing the role of a storyteller. It's the only functional way to include non-role-playing actions as role-play. [/QUOTE]
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