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<blockquote data-quote="robertsconley" data-source="post: 9639708" data-attributes="member: 13383"><p>I can address the points you made, but it will take me time to write a response that is not chapter-length to address your concerns. That said, I want to address one key point right away: your comment on realism.</p><p></p><p>Setting logic does not equal realism.</p><p></p><p>Take Discworld as an example. Its setting logic is based on narrative causality. Witches fly because people believe witches fly. That belief shapes reality on the Disc. GURPS Discworld, co-authored by Terry Pratchett, lays this out on page 7:</p><p></p><p>“Most of the operation of the Disc can be derived from three basic principles: Life Force, the Power of Metaphor and Belief, and Narrative Causality.”</p><p></p><p>These principles form the internal logic of the world. It’s not grounded in how things work in our world, but it is consistent within itself. A World in Motion campaign set in Discworld would still follow these rules, it would simulate the Discworld as it works in the novels, not our world.</p><p></p><p>I’ve run World in Motion campaigns using the logic of Middle-earth (via AiME) and also in my Majestic Fantasy Realms, which draws more from medieval fantasy from settings like Harn, Ars Magica, and Chivalry & Sorcery. In those cases, realism plays a greater role, but again, only because that’s what the setting logic demands.</p><p></p><p>If I ran a Discworld campaign using World in Motion, the result would feel like players had lived in Discworld as their characters, navigating its strange physics, cultural logic, and narrative rules while having fun adventures. But here’s the catch:</p><p></p><p>It might not feel like a Terry Pratchett novel.</p><p></p><p>The style, tone, and rhythm of Pratchett’s fiction, tight pacing, layered irony, and story beats, will not emerge automatically from using World in Motion. If the group wants to feel like they’re inside a Discworld novel, with that distinct voice and story style, World in Motion may not be the best fit. That’s where narrative-focused systems shine. They’re designed to create fiction that feels like fiction.</p><p></p><p>It all comes down to the kind of experience the group wants. World in Motion creates a consistent, reactive world. Narrative-first systems focus on creating particular types of stories. Both are valid, it’s a matter of taste and intent.</p><p></p><p>I’ll follow up soon with a more complete response to the other points you raised.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9639708, member: 13383"] I can address the points you made, but it will take me time to write a response that is not chapter-length to address your concerns. That said, I want to address one key point right away: your comment on realism. Setting logic does not equal realism. Take Discworld as an example. Its setting logic is based on narrative causality. Witches fly because people believe witches fly. That belief shapes reality on the Disc. GURPS Discworld, co-authored by Terry Pratchett, lays this out on page 7: “Most of the operation of the Disc can be derived from three basic principles: Life Force, the Power of Metaphor and Belief, and Narrative Causality.” These principles form the internal logic of the world. It’s not grounded in how things work in our world, but it is consistent within itself. A World in Motion campaign set in Discworld would still follow these rules, it would simulate the Discworld as it works in the novels, not our world. I’ve run World in Motion campaigns using the logic of Middle-earth (via AiME) and also in my Majestic Fantasy Realms, which draws more from medieval fantasy from settings like Harn, Ars Magica, and Chivalry & Sorcery. In those cases, realism plays a greater role, but again, only because that’s what the setting logic demands. If I ran a Discworld campaign using World in Motion, the result would feel like players had lived in Discworld as their characters, navigating its strange physics, cultural logic, and narrative rules while having fun adventures. But here’s the catch: It might not feel like a Terry Pratchett novel. The style, tone, and rhythm of Pratchett’s fiction, tight pacing, layered irony, and story beats, will not emerge automatically from using World in Motion. If the group wants to feel like they’re inside a Discworld novel, with that distinct voice and story style, World in Motion may not be the best fit. That’s where narrative-focused systems shine. They’re designed to create fiction that feels like fiction. It all comes down to the kind of experience the group wants. World in Motion creates a consistent, reactive world. Narrative-first systems focus on creating particular types of stories. Both are valid, it’s a matter of taste and intent. I’ll follow up soon with a more complete response to the other points you raised. [/QUOTE]
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