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Driving NARRATIVE in RPGs, not STORY
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<blockquote data-quote="Ratskinner" data-source="post: 6087801" data-attributes="member: 6688937"><p>hmmm....</p><p></p><p>That's a pretty narrow definition of "narrative", but here's my thoughts.</p><p></p><p>First, think of what that kind of reflection would look like at the table...presumably one player giving a soliloquy about that guy in line in front of him. Now, that can happen, but usually I think the kind of reflection the OP is talking about takes the form of discussion or argument about the nature of the situation or what the characters should do. To some extent, as [MENTION=177]Umbran[/MENTION] has hit upon, this is the kind of thing that alignment serves to highlight. The game-table social problems come about as the all-too-stark limits of the alignment view of the universe runs up against the mechanical need to "enforce" or "reflect" the coherence of character morality or intent with the alignment notation on the character sheet. </p><p></p><p>Secondly, D&D, as in the rest of the game, is not a good system for this if you want to make such things a big part of your playing agenda. However, there are some mechanics you can manipulate to this end:</p><ul> <li data-xf-list-type="ul"><a href="http://www.museoffire.com/Games/index.html" target="_blank">Capes</a> has two mechanics that help encourage this kind of thing. Although it is a heavily Conflict-Resolution game with really really odd GM-less mechanics, so I'm not sure how well you'd translate these to D&D. I've never played another game that promoted this kind of thing better, though.<ul> <li data-xf-list-type="ul">Heroes have <em>Drives</em> that they <em>must</em> use to get their powered abilities to function. So, if you want to use that <em>Fireball</em>, you've got to tell me which of your drives you are using it for.</li> <li data-xf-list-type="ul">Gameplay generates <em>Inspirations</em> which can later be burned for a bonus, but only when you narrate a connection to the source of the Inspiration. You can also increase the power of unused Inspirations by having a character soliloquize about them as you suggest.</li> </ul></li> <li data-xf-list-type="ul">FATE aspects with FATE points, can be co-opted to do this, but requires some houserule enforcement from the GM. I would think you'd need to narrow their scope to moral/ethical stances and motivations.</li> <li data-xf-list-type="ul">Alignment. No, really, throw out the tic-tac-toe version and instead use a bunch more descriptors of more narrow motivational nature. Come up with some mechanism to reward playing to that alignment (like earning an Action Point), as evidenced by your character's soliloquys.</li> <li data-xf-list-type="ul">Simple XP carrot-and-stick. You get 50*Level XP whenever you monologue about your character's motivation and/or perception of the world. (You might want to cap this at once or twice a session.)</li> </ul></blockquote><p></p>
[QUOTE="Ratskinner, post: 6087801, member: 6688937"] hmmm.... That's a pretty narrow definition of "narrative", but here's my thoughts. First, think of what that kind of reflection would look like at the table...presumably one player giving a soliloquy about that guy in line in front of him. Now, that can happen, but usually I think the kind of reflection the OP is talking about takes the form of discussion or argument about the nature of the situation or what the characters should do. To some extent, as [MENTION=177]Umbran[/MENTION] has hit upon, this is the kind of thing that alignment serves to highlight. The game-table social problems come about as the all-too-stark limits of the alignment view of the universe runs up against the mechanical need to "enforce" or "reflect" the coherence of character morality or intent with the alignment notation on the character sheet. Secondly, D&D, as in the rest of the game, is not a good system for this if you want to make such things a big part of your playing agenda. However, there are some mechanics you can manipulate to this end: [LIST] [*][URL="http://www.museoffire.com/Games/index.html"]Capes[/URL] has two mechanics that help encourage this kind of thing. Although it is a heavily Conflict-Resolution game with really really odd GM-less mechanics, so I'm not sure how well you'd translate these to D&D. I've never played another game that promoted this kind of thing better, though. [LIST] [*]Heroes have [I]Drives[/I] that they [I]must[/I] use to get their powered abilities to function. So, if you want to use that [I]Fireball[/I], you've got to tell me which of your drives you are using it for. [*]Gameplay generates [I]Inspirations[/I] which can later be burned for a bonus, but only when you narrate a connection to the source of the Inspiration. You can also increase the power of unused Inspirations by having a character soliloquize about them as you suggest. [/LIST] [*]FATE aspects with FATE points, can be co-opted to do this, but requires some houserule enforcement from the GM. I would think you'd need to narrow their scope to moral/ethical stances and motivations. [*]Alignment. No, really, throw out the tic-tac-toe version and instead use a bunch more descriptors of more narrow motivational nature. Come up with some mechanism to reward playing to that alignment (like earning an Action Point), as evidenced by your character's soliloquys. [*]Simple XP carrot-and-stick. You get 50*Level XP whenever you monologue about your character's motivation and/or perception of the world. (You might want to cap this at once or twice a session.) [/LIST] [/QUOTE]
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