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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="The Crimson Binome" data-source="post: 6685076" data-attributes="member: 6775031"><p>As I understand the term, a Narrativist game would be a game which has rules for enforcing genre conventions, so this game as-is would definitely apply and it would not sit well with me for that reason. My personal balance skews strongly toward Simulation (of the process - players making all decisions from the in-character perspective, and GMs making all decisions agnostic of whether it would make for a good story - rather than trying to simulate our own reality), but I also understand and appreciate where rules have to be shaped toward making a fun and balanced Game (since a pure Simulation of any fantasy world would probably be unplayable due to complexity).</p><p></p><p>Rather than a game which tries to generate stories similar to the original novels, I would like a sort of 'reality ensues' version of the setting. After all, the original stories can work out the way they did because they <em>are</em> just stories; but for the characters within a Role-Playing Game, the game world is <em>their</em> real world. If I'm playing as my character, and I see that the world around me is unfolding as though it was a story, then that makes it difficult to keep suspending disbelief. For any setting, there <em>should</em> be a way that it can be presented without making it seem as though it was powered by narrative causality.</p><p></p><p>Personally, I just want the setting, and rules for how elements within the setting interact with each other. Tell me about the different lands, and their inhabitants. Tell me how magic works, and what happens when you stick a sword into the wizard before the spell can be completed. Tell me how long it takes to starve to death, or to recover from a wound. </p><p></p><p>Basically, I just want a traditional sort of RPG - something like AD&D 2E, or Rifts, or Shadowrun.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6685076, member: 6775031"] As I understand the term, a Narrativist game would be a game which has rules for enforcing genre conventions, so this game as-is would definitely apply and it would not sit well with me for that reason. My personal balance skews strongly toward Simulation (of the process - players making all decisions from the in-character perspective, and GMs making all decisions agnostic of whether it would make for a good story - rather than trying to simulate our own reality), but I also understand and appreciate where rules have to be shaped toward making a fun and balanced Game (since a pure Simulation of any fantasy world would probably be unplayable due to complexity). Rather than a game which tries to generate stories similar to the original novels, I would like a sort of 'reality ensues' version of the setting. After all, the original stories can work out the way they did because they [I]are[/I] just stories; but for the characters within a Role-Playing Game, the game world is [I]their[/I] real world. If I'm playing as my character, and I see that the world around me is unfolding as though it was a story, then that makes it difficult to keep suspending disbelief. For any setting, there [I]should[/I] be a way that it can be presented without making it seem as though it was powered by narrative causality. Personally, I just want the setting, and rules for how elements within the setting interact with each other. Tell me about the different lands, and their inhabitants. Tell me how magic works, and what happens when you stick a sword into the wizard before the spell can be completed. Tell me how long it takes to starve to death, or to recover from a wound. Basically, I just want a traditional sort of RPG - something like AD&D 2E, or Rifts, or Shadowrun. [/QUOTE]
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