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*Pathfinder & Starfinder
Gamist, Narrativist, and Simulationist
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<blockquote data-quote="JonWake" data-source="post: 5814506" data-attributes="member: 95255"><p>Okay, so let me put it this way: Narrativism and Simulationism (or Gamism or what have you) will live quite happily together until the needs of the theme conflict with the needs of the character.</p><p></p><p>So for instance look at Vampire. A GM says to the players, "This is a game about your slow descent into depravity, and how you find excuses and distractions to keep going on."</p><p></p><p>The <em>Narrativist </em>thinks, "Okay, my character is going to be about the corrupting nature of power. To facilitate this, I'll be asking the question: can you ever use power without abusing it at some point?" </p><p>The GM realizes that this means he'll find way to make the player make hard choices where to do good he must harm others. Okay, they're on the same boat. Prepare the angst.</p><p></p><p><em>Simulation </em>player says, "Okay, I wonder what it's like to be a vampire trapped in a byzantine power structure. I suppose I'd be somewhat accustomed to that world, but it would be shocking to see how far these bloodsuckers would go."</p><p></p><p>The <em>Gamist </em>player says, "Gee, it looks like I'm going to have to balance my dwindling Humanity resource with climbing the political ladder. I figure if I get other people to do my dirty work, I won't lose Humanity that fast."</p><p></p><p>The thing is, I just described the <em>same character</em> from the perspective of three different agendas. And honestly, most players will switch between the three stances while favoring one or two. </p><p></p><p>So here is why GNS works for what it does: there comes a point in the game where the GM and the other players have put forth a scenario where our imaginary Trinity player has to pick one agenda. </p><p></p><p>Lets say that another player has committed some horrible act and needs our player to cover it up. This is a pivotal moment, as there is little benefit to the main character and much risk. However, the players get along in character quite well.</p><p></p><p>So the Sim player says, "My character will help cover up the crime, hoping that it doesn't come around to bite me in the ass."</p><p></p><p>Nar player: "This is the moment where I show just how corrupt this system is. I'll extort influence from my character's friend and never cover the crime up, letting him think I have."</p><p></p><p>Gam player: "What is the best way to get my buddy out of trouble and keep me out of the limelight as well? "*proceeds to hatch plot about pinning it on a rival*.</p><p></p><p>See how at that moment of decision, any stance can keep with the milieu, but none of them can coexist with the same person and the same choice?</p></blockquote><p></p>
[QUOTE="JonWake, post: 5814506, member: 95255"] Okay, so let me put it this way: Narrativism and Simulationism (or Gamism or what have you) will live quite happily together until the needs of the theme conflict with the needs of the character. So for instance look at Vampire. A GM says to the players, "This is a game about your slow descent into depravity, and how you find excuses and distractions to keep going on." The [I]Narrativist [/I]thinks, "Okay, my character is going to be about the corrupting nature of power. To facilitate this, I'll be asking the question: can you ever use power without abusing it at some point?" The GM realizes that this means he'll find way to make the player make hard choices where to do good he must harm others. Okay, they're on the same boat. Prepare the angst. [I]Simulation [/I]player says, "Okay, I wonder what it's like to be a vampire trapped in a byzantine power structure. I suppose I'd be somewhat accustomed to that world, but it would be shocking to see how far these bloodsuckers would go." The [I]Gamist [/I]player says, "Gee, it looks like I'm going to have to balance my dwindling Humanity resource with climbing the political ladder. I figure if I get other people to do my dirty work, I won't lose Humanity that fast." The thing is, I just described the [I]same character[/I] from the perspective of three different agendas. And honestly, most players will switch between the three stances while favoring one or two. So here is why GNS works for what it does: there comes a point in the game where the GM and the other players have put forth a scenario where our imaginary Trinity player has to pick one agenda. Lets say that another player has committed some horrible act and needs our player to cover it up. This is a pivotal moment, as there is little benefit to the main character and much risk. However, the players get along in character quite well. So the Sim player says, "My character will help cover up the crime, hoping that it doesn't come around to bite me in the ass." Nar player: "This is the moment where I show just how corrupt this system is. I'll extort influence from my character's friend and never cover the crime up, letting him think I have." Gam player: "What is the best way to get my buddy out of trouble and keep me out of the limelight as well? "*proceeds to hatch plot about pinning it on a rival*. See how at that moment of decision, any stance can keep with the milieu, but none of them can coexist with the same person and the same choice? [/QUOTE]
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