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Game rules are not the physics of the game world
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<blockquote data-quote="pemerton" data-source="post: 4040258" data-attributes="member: 42582"><p>None of the narrativists here has claimed this, that I can recall. I think consistency in the physics of the gameworld is actually highly desirable for most mainstream narrativist play. (Absent an ingame explanation, like travelling to Limbo or The Void).</p><p></p><p></p><p>This seems to be confused. All characters (NPCs and PCs) make decisions based on their in-world expectations. But the players and GMs make decisions based on their shared understanding of the narrative.</p><p></p><p></p><p>It's really a tangential point, but I'll note that "can accomplish" is a verb phrase of possibility, not actuality. It is not contradicted by someone dying in a horse-riding accident.</p><p></p><p></p><p>Perhaps. But does Han Solo draw that inference in the Star Wars trilogy? Or Batman or the X-Men in their comic series? At a certain point, successful narrativist play may require turning a blind eye to fortune's favour. Or, perhaps (in a more sophisticated version) structuring the successes in such a way that they emphasise those features of the gameworld that support the thematic point of the game, rather than distract from them (so fewer but more thematically significant combats might be the order of the day).</p></blockquote><p></p>
[QUOTE="pemerton, post: 4040258, member: 42582"] None of the narrativists here has claimed this, that I can recall. I think consistency in the physics of the gameworld is actually highly desirable for most mainstream narrativist play. (Absent an ingame explanation, like travelling to Limbo or The Void). This seems to be confused. All characters (NPCs and PCs) make decisions based on their in-world expectations. But the players and GMs make decisions based on their shared understanding of the narrative. It's really a tangential point, but I'll note that "can accomplish" is a verb phrase of possibility, not actuality. It is not contradicted by someone dying in a horse-riding accident. Perhaps. But does Han Solo draw that inference in the Star Wars trilogy? Or Batman or the X-Men in their comic series? At a certain point, successful narrativist play may require turning a blind eye to fortune's favour. Or, perhaps (in a more sophisticated version) structuring the successes in such a way that they emphasise those features of the gameworld that support the thematic point of the game, rather than distract from them (so fewer but more thematically significant combats might be the order of the day). [/QUOTE]
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