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<blockquote data-quote="pemerton" data-source="post: 9623527" data-attributes="member: 42582"><p>To add to what [USER=16586]@Campbell[/USER] has posted, I don't even know what "a lot of narrative language" means here. The 5e D&D rulebooks talk a lot about <em>stories</em>, and <em>characters</em>, and <em>adventures</em> - is that narrative language?</p><p></p><p>The Apocalypse World rulebook doesn't say much about stories or adventures at all - those are not concepts germane to GMing or playing AW - so does that mean it is not a narrative game? Furthermore, as I have often posted and as [USER=16586]@Campbell[/USER] recently posted,</p><p style="margin-left: 20px"></p><p>In other words, AW players are not in a position to make changes to the game outside their own PCs' actions or knowledge. So does that reinforce my conjecture that it is not a narrative game?</p><p></p><p>If you want to talk about the difference between (say) 5e D&D as widely played, and AW, talking about the <em>players</em> is hopeless. You need to talk about <em>the GM</em>. I mean, there's a <em>reason</em> that I start threads about GMing tasks and techniques, like the role of notes, the role of setting and setting canon, the way situation is established and scenes framed, the way consequences are established, etc. This is where the action is, in different approaches to RPGing.</p><p></p><p></p><p>I don't know what "narrative play" means here.</p><p></p><p>I mean, I don't know of any RPG that makes purchasing and using equipment more central than Torchbearer 2e. You can read my actual play accounts and see how the players have their PCs acquire gear, use gear, lose gear, be unable to afford new gear, etc. For most of the game a number of the PCs have been without shoes, because they've not been able to replace the ones that they wore out. Golin's player has agonised over whether or not to keep his rope (because of its utility) or ditch it (because of its encumbrance). Does this mean that TB2e is <em>not</em> about "narrative play"?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9623527, member: 42582"] To add to what [USER=16586]@Campbell[/USER] has posted, I don't even know what "a lot of narrative language" means here. The 5e D&D rulebooks talk a lot about [I]stories[/I], and [I]characters[/I], and [I]adventures[/I] - is that narrative language? The Apocalypse World rulebook doesn't say much about stories or adventures at all - those are not concepts germane to GMing or playing AW - so does that mean it is not a narrative game? Furthermore, as I have often posted and as [USER=16586]@Campbell[/USER] recently posted, [indent][/indent] In other words, AW players are not in a position to make changes to the game outside their own PCs' actions or knowledge. So does that reinforce my conjecture that it is not a narrative game? If you want to talk about the difference between (say) 5e D&D as widely played, and AW, talking about the [I]players[/I] is hopeless. You need to talk about [I]the GM[/I]. I mean, there's a [I]reason[/I] that I start threads about GMing tasks and techniques, like the role of notes, the role of setting and setting canon, the way situation is established and scenes framed, the way consequences are established, etc. This is where the action is, in different approaches to RPGing. I don't know what "narrative play" means here. I mean, I don't know of any RPG that makes purchasing and using equipment more central than Torchbearer 2e. You can read my actual play accounts and see how the players have their PCs acquire gear, use gear, lose gear, be unable to afford new gear, etc. For most of the game a number of the PCs have been without shoes, because they've not been able to replace the ones that they wore out. Golin's player has agonised over whether or not to keep his rope (because of its utility) or ditch it (because of its encumbrance). Does this mean that TB2e is [I]not[/I] about "narrative play"? [/QUOTE]
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