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<blockquote data-quote="der_kluge" data-source="post: 2205573" data-attributes="member: 945"><p>AdamantineAngel recently pointed me out to these articles over at <a href="http://www.indie-rpgs.com" target="_blank">Indie-rpgs</a> and I thought it would be neat to see what people tends towards here.</p><p></p><p>Read the following <a href="http://www.indie-rpgs.com/articles/3/" target="_blank">article</a> (or at least skim it) and then choose from the poll which one you think best describes you.</p><p></p><p></p><p>The relevant bits:</p><p></p><p><strong>Gamist</strong> Premises focus on competition about overt metagame goals. They vary regarding who is competing with whom (players vs. one another; players vs. GM; etc), what is at stake, victory and loss conditions, and what particular sort of strategizing is being employed. Gamist play also varies widely in terms of what is and is not predictable (i.e. randomized), both in terms of starting positions and in terms of ongoing events. </p><p></p><p>Can I play well enough such that my character survives the perils? </p><p>Can I score more points than the other players? </p><p>And much more, depending on the arrangement and organization of the participants. </p><p></p><p></p><p><strong>Narrativist</strong> Premises focus on producing Theme via events during play. Theme is defined as a value-judgment or point that may be inferred from the in-game events. My thoughts on Narrativist Premise are derived from the book The Art of Dramatic Writing by Lajos Egri, specifically his emphasis on the questions that arise from human conundrums and passions of all sorts. </p><p></p><p>Is the life of a friend worth the safety of a community? </p><p>Do love and marriage outweigh one's loyalty to a political cause? </p><p>And many, many more - the full range of literature, myth, and stories of all sorts. </p><p></p><p></p><p><strong>Simulationist</strong> Premises are generally kept to their minimal role of personal aesthetic interest; the effort during play is spent on the Exploration. Therefore the variety of Simulationist play arises from the variety of what's being Explored. </p><p></p><p>Character: highly-internalized, character-experiential play, for instance the Turku approach. A possible development of the "vampire" premise in terms of Character Exploration might be, What does it feel like to be a vampire? </p><p>Situation: well-defined character roles and tasks, up to and including metaplot-driven play. A possible development of the "vampire" premise in terms of Situation Exploration might be, What does the vampire lord require me to do? </p><p>Setting: a strong focus on the details, depth, and breadth of a given set of source material. A possible development of the "vampire" premise in terms of Setting Exploration might be, How has vampire intrigue shaped human history and today's politics? </p><p>System: a strong focus on the resolution engine and all of its nuances in strictly within-game-world, internally-causal terms. A possible development of the "vampire" premise in terms of System Exploration might be, How do various weapons harm or fail to harm a vampire, in specific causal detail? </p><p>Any mutually-reinforcing combination of the above elements is of course well-suited to this form of play.</p><p></p><p>edit: crap, I was going to make this a poll. But I guess it doesn't have to be...</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2205573, member: 945"] AdamantineAngel recently pointed me out to these articles over at [URL=http://www.indie-rpgs.com]Indie-rpgs[/URL] and I thought it would be neat to see what people tends towards here. Read the following [URL=http://www.indie-rpgs.com/articles/3/]article[/URL] (or at least skim it) and then choose from the poll which one you think best describes you. The relevant bits: [b]Gamist[/b] Premises focus on competition about overt metagame goals. They vary regarding who is competing with whom (players vs. one another; players vs. GM; etc), what is at stake, victory and loss conditions, and what particular sort of strategizing is being employed. Gamist play also varies widely in terms of what is and is not predictable (i.e. randomized), both in terms of starting positions and in terms of ongoing events. Can I play well enough such that my character survives the perils? Can I score more points than the other players? And much more, depending on the arrangement and organization of the participants. [b]Narrativist[/b] Premises focus on producing Theme via events during play. Theme is defined as a value-judgment or point that may be inferred from the in-game events. My thoughts on Narrativist Premise are derived from the book The Art of Dramatic Writing by Lajos Egri, specifically his emphasis on the questions that arise from human conundrums and passions of all sorts. Is the life of a friend worth the safety of a community? Do love and marriage outweigh one's loyalty to a political cause? And many, many more - the full range of literature, myth, and stories of all sorts. [b]Simulationist[/b] Premises are generally kept to their minimal role of personal aesthetic interest; the effort during play is spent on the Exploration. Therefore the variety of Simulationist play arises from the variety of what's being Explored. Character: highly-internalized, character-experiential play, for instance the Turku approach. A possible development of the "vampire" premise in terms of Character Exploration might be, What does it feel like to be a vampire? Situation: well-defined character roles and tasks, up to and including metaplot-driven play. A possible development of the "vampire" premise in terms of Situation Exploration might be, What does the vampire lord require me to do? Setting: a strong focus on the details, depth, and breadth of a given set of source material. A possible development of the "vampire" premise in terms of Setting Exploration might be, How has vampire intrigue shaped human history and today's politics? System: a strong focus on the resolution engine and all of its nuances in strictly within-game-world, internally-causal terms. A possible development of the "vampire" premise in terms of System Exploration might be, How do various weapons harm or fail to harm a vampire, in specific causal detail? Any mutually-reinforcing combination of the above elements is of course well-suited to this form of play. edit: crap, I was going to make this a poll. But I guess it doesn't have to be... [/QUOTE]
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