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<blockquote data-quote="Neonchameleon" data-source="post: 6309471" data-attributes="member: 87792"><p>Well. That's the first time I've heard Mike Mearls (<a href="http://jhkimrpg.livejournal.com/30136.html" target="_blank">who seems to be the original source for Mother May I</a>) blamed on The Forge. (And from memory Calvinball is a Gaming Den epithet along side Magical Tea Party). </p><p></p><p>And game design of Storygames is such that <em>the style of story is the pattern that emerges from following the rules</em>. The first game called a Storygame was Paul Czege's brilliant <a href="https://en.wikipedia.org/wiki/My_Life_with_Master" target="_blank">My Life With Master</a> - and it was called a storygame because it had a narrative arc with defined ending and wasn't suitable for campaign play. Instead the rules of the game gave it the structure of a Gothic tragedy. You talk about pattern recognition? Post-forge game design is <em>all about</em> pattern recognition and matching the patterns you get as emergent play to the way stories work.</p><p></p><p>Edwards chief motivation for his GNS essays was that the game (in specific Vampire: The Masquerade) was at odds with the story - something he blamed on simulationism. And the driver of GNS is to produce narrative games - games where the game mechanics work <em>with</em> the story. The two interfering with each other is something that in a good narrativist game <em>should not happen</em>.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6309471, member: 87792"] Well. That's the first time I've heard Mike Mearls ([URL="http://jhkimrpg.livejournal.com/30136.html"]who seems to be the original source for Mother May I[/URL]) blamed on The Forge. (And from memory Calvinball is a Gaming Den epithet along side Magical Tea Party). And game design of Storygames is such that [I]the style of story is the pattern that emerges from following the rules[/I]. The first game called a Storygame was Paul Czege's brilliant [URL="https://en.wikipedia.org/wiki/My_Life_with_Master"]My Life With Master[/URL] - and it was called a storygame because it had a narrative arc with defined ending and wasn't suitable for campaign play. Instead the rules of the game gave it the structure of a Gothic tragedy. You talk about pattern recognition? Post-forge game design is [I]all about[/I] pattern recognition and matching the patterns you get as emergent play to the way stories work. Edwards chief motivation for his GNS essays was that the game (in specific Vampire: The Masquerade) was at odds with the story - something he blamed on simulationism. And the driver of GNS is to produce narrative games - games where the game mechanics work [I]with[/I] the story. The two interfering with each other is something that in a good narrativist game [I]should not happen[/I]. [/QUOTE]
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