Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Dungeon Mastering as a Fine Art
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="howandwhy99" data-source="post: 6309496" data-attributes="member: 3192"><p>Mearls was one of the three founders of The Forge though to his credit I don't think he was looking to design what they and you call narrativist games. The Gaming Den I've been unfamiliar with so that's news to me as to that term's original source. It still doesn't erase the prejudice with which it's been used against other gamers for many years by Forge followers.</p><p></p><p>Most of this I know quite well, but this last. And perhaps from a gamer's POV some storygame play could be seen as including this behavior. But I've never heard the "post-Forge" (aka storygame) designers admit that games aren't stories or storytelling, but patterns and pattern recognition instead. And I simply cannot agree those games are actually "all about" pattern recognition and not actually all about group story creation. Pattern recognition happens in those games ironically, incidentally. It is not a focus IME. Just like the story aspect of life happens only incidentally in all games not designed to be storygames. It simply isn't in games because it is not part of the defined activity. </p><p></p><p>Besides a litany of other abuses, what the Big Model did was attempt to conflate the story aspect of life with games, which is a dissolution of games and game theory. Not a growth. In its effect it has become a kind of final conclusion for amateur game theorist who can't puzzle out how to get out of the philosophical arguments it borrows from Post-Structuralist thought. Which has led to an atmosphere of "final conclusions" about games (and pathetically RPGs entirely) rather than a diverse and open-minded gaming community where dissenters don't need to be brutally convinced by... by practices the few of us now aren't engaging in at the moment.</p><p></p><p>The confusion here is that there is a story being made separate from the game in RPGs, especially in D&D (and let's not conflate gameplay with more storytelling just to agree.) Playing games just like living life doesn't ever result in stories. Games result in scores, wins and losses. They are the actualities of people acting in the moment within a pattern created by a series of rules. If anything, we need to create stories about games after the fact (because storytelling, unlike in Ron Edwards' opinion, isn't some unavoidable inevitability of being alive). </p><p></p><p>Storygames OTOH are designed to create good stories. That is the Big Objective in all those games, though what counts as a good story is more defined in the rules by most of the better ones. RPGs may have been billed in the 1990s as telling stories, but D&D and all its rules were never designed to be so (which was obvious to pretty much anyone even then). They deliver on a hardcore gamer's dream of having the ability to game everything they can possibly imagine (and capably convey to the DM), not a nightmare scenario where gameplay itself is refused to even be acknowledged when playing (The "no rules are necessary for games" mantra).</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6309496, member: 3192"] Mearls was one of the three founders of The Forge though to his credit I don't think he was looking to design what they and you call narrativist games. The Gaming Den I've been unfamiliar with so that's news to me as to that term's original source. It still doesn't erase the prejudice with which it's been used against other gamers for many years by Forge followers. Most of this I know quite well, but this last. And perhaps from a gamer's POV some storygame play could be seen as including this behavior. But I've never heard the "post-Forge" (aka storygame) designers admit that games aren't stories or storytelling, but patterns and pattern recognition instead. And I simply cannot agree those games are actually "all about" pattern recognition and not actually all about group story creation. Pattern recognition happens in those games ironically, incidentally. It is not a focus IME. Just like the story aspect of life happens only incidentally in all games not designed to be storygames. It simply isn't in games because it is not part of the defined activity. Besides a litany of other abuses, what the Big Model did was attempt to conflate the story aspect of life with games, which is a dissolution of games and game theory. Not a growth. In its effect it has become a kind of final conclusion for amateur game theorist who can't puzzle out how to get out of the philosophical arguments it borrows from Post-Structuralist thought. Which has led to an atmosphere of "final conclusions" about games (and pathetically RPGs entirely) rather than a diverse and open-minded gaming community where dissenters don't need to be brutally convinced by... by practices the few of us now aren't engaging in at the moment. The confusion here is that there is a story being made separate from the game in RPGs, especially in D&D (and let's not conflate gameplay with more storytelling just to agree.) Playing games just like living life doesn't ever result in stories. Games result in scores, wins and losses. They are the actualities of people acting in the moment within a pattern created by a series of rules. If anything, we need to create stories about games after the fact (because storytelling, unlike in Ron Edwards' opinion, isn't some unavoidable inevitability of being alive). Storygames OTOH are designed to create good stories. That is the Big Objective in all those games, though what counts as a good story is more defined in the rules by most of the better ones. RPGs may have been billed in the 1990s as telling stories, but D&D and all its rules were never designed to be so (which was obvious to pretty much anyone even then). They deliver on a hardcore gamer's dream of having the ability to game everything they can possibly imagine (and capably convey to the DM), not a nightmare scenario where gameplay itself is refused to even be acknowledged when playing (The "no rules are necessary for games" mantra). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Dungeon Mastering as a Fine Art
Top