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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
FKR: How Fewer Rules Can Make D&D Better
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="clearstream" data-source="post: 9034550" data-attributes="member: 71699"><p>I had in mind your earlier fourfold! I can write</p><p></p><p>For players seeking Score and Achievement design, "narrative" generally isn't that important, but would be something like "I have symbols I can latch onto and my choices chain together my manipulation of those progressively" To those seeking Groundedness and Simulation design, "narrative" means something like "you can narrate events consistently and meaningfully" For Conceit and Emulation design fans, "narrative" means something like "faithful depiction of the scenes will narrate our overarching conceit" And for fans of Values and Issues, "narrative" means something like "the stories told are human stories... the story of our inner lives."</p><p></p><p>Okay, slightly facetious, and not at all thought through... but perhaps it communicates my point. Which is that all of the folds are found in every game. So to single out immersion as present in every fold, but not itself able to be prioritised for play, seems arbitrary.</p><p></p><p></p><p>I think everyone wants narration. They want to be able to narrate their play. Self-narration of wargames, as hard-out examples of gamism, is something I've been able to discuss fruitfully with fellow gamers, who attest to also performing it. Everyone wants gamism... few to no games avoid it completely. Watching a story-game session the other day, for just one example, the gamist implications of weapon tags were given voice to. It was all pretty relaxed, but there were gamist factors contributing to the scene.</p><p></p><p>So on the one hand, I really do wonder if immersion is just not so basic to what a game is, that as you say it can't really be separated out. And on the other hand, isn't gamism basic to what a game is? Isn't narrative basic to what a TTRPG is? That said, if I accept the premise that immersion is inevitable and the others are evitable, I'd conclude as you do. So let's also consider "immersionism" as a label...</p><p></p><p>"Simulationism" doesn't quite fit because in the end it is the immersion in world, not the simulation of world, that is prioritised. Which hearks back to [USER=7023840]@Snarf Zagyg[/USER]'s comment: I guess one can go where one's heart takes one, but when it's niche good luck seeing one's preferred self-identification prevail.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9034550, member: 71699"] I had in mind your earlier fourfold! I can write For players seeking Score and Achievement design, "narrative" generally isn't that important, but would be something like "I have symbols I can latch onto and my choices chain together my manipulation of those progressively" To those seeking Groundedness and Simulation design, "narrative" means something like "you can narrate events consistently and meaningfully" For Conceit and Emulation design fans, "narrative" means something like "faithful depiction of the scenes will narrate our overarching conceit" And for fans of Values and Issues, "narrative" means something like "the stories told are human stories... the story of our inner lives." Okay, slightly facetious, and not at all thought through... but perhaps it communicates my point. Which is that all of the folds are found in every game. So to single out immersion as present in every fold, but not itself able to be prioritised for play, seems arbitrary. I think everyone wants narration. They want to be able to narrate their play. Self-narration of wargames, as hard-out examples of gamism, is something I've been able to discuss fruitfully with fellow gamers, who attest to also performing it. Everyone wants gamism... few to no games avoid it completely. Watching a story-game session the other day, for just one example, the gamist implications of weapon tags were given voice to. It was all pretty relaxed, but there were gamist factors contributing to the scene. So on the one hand, I really do wonder if immersion is just not so basic to what a game is, that as you say it can't really be separated out. And on the other hand, isn't gamism basic to what a game is? Isn't narrative basic to what a TTRPG is? That said, if I accept the premise that immersion is inevitable and the others are evitable, I'd conclude as you do. So let's also consider "immersionism" as a label... "Simulationism" doesn't quite fit because in the end it is the immersion in world, not the simulation of world, that is prioritised. Which hearks back to [USER=7023840]@Snarf Zagyg[/USER]'s comment: I guess one can go where one's heart takes one, but when it's niche good luck seeing one's preferred self-identification prevail. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
FKR: How Fewer Rules Can Make D&D Better
Top