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How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="pemerton" data-source="post: 6724268" data-attributes="member: 42582"><p>I think you're running together two different things.</p><p></p><p><em>Narrativism</em> is, in the Forge's lexicon, a species of motivation/aspiration for RPGing. Roughly, it is RPGing with the goal of having an aesthetically pleasing and significant experience by participating in the creation of a story. A contrast is intended with White Wolf or AD&D 2nd ed or AP-style "storytelling", in which the story has already been authored, and so the players don't get to write it but only to get to learn what has been written.</p><p></p><p>Narrativist play depends upon techniques that avoid the GM having already written the story and deciding what is significant and what isn't. One technique that is popular for this is "scene-framing": rather than the GM preauthoring a setting which the players then explore via their PCs, the GM frames the players (via their PCs) into circumstances of dramatic conflict/challenge - using, as cues for this, information provided to the GM in various formal and informal ways by the players. The resolution of each scene provides the material (new shared fiction, changes in PCs' dramatic needs, emotional/thematic elements, etc) out of which new scenes are framed.</p><p></p><p>I'm wondering which no-myth/scene-framing systems you have in mind.</p><p></p><p>The systems of this sort that I'm familiar with use a range of techniques to constrain GM power - mostly tight action resolution mechanics, but also mechanics that allow the players to engage in various forms of director-stance-ish fictional content introduction. And sometime also constraints around GM fictional content introduction (eg the Doom Pool in MHRP).</p><p></p><p>Your example of having the villain escape, for instance, involves the GM suspending the action resolution rules. I'm not sure what Forge-y system you have in mind that advocates this. I typically associate it with the WW "golden rule", which is exactly the sort of GM pre-authorship that Forge-y narrativism is trying to avoid.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6724268, member: 42582"] I think you're running together two different things. [I]Narrativism[/I] is, in the Forge's lexicon, a species of motivation/aspiration for RPGing. Roughly, it is RPGing with the goal of having an aesthetically pleasing and significant experience by participating in the creation of a story. A contrast is intended with White Wolf or AD&D 2nd ed or AP-style "storytelling", in which the story has already been authored, and so the players don't get to write it but only to get to learn what has been written. Narrativist play depends upon techniques that avoid the GM having already written the story and deciding what is significant and what isn't. One technique that is popular for this is "scene-framing": rather than the GM preauthoring a setting which the players then explore via their PCs, the GM frames the players (via their PCs) into circumstances of dramatic conflict/challenge - using, as cues for this, information provided to the GM in various formal and informal ways by the players. The resolution of each scene provides the material (new shared fiction, changes in PCs' dramatic needs, emotional/thematic elements, etc) out of which new scenes are framed. I'm wondering which no-myth/scene-framing systems you have in mind. The systems of this sort that I'm familiar with use a range of techniques to constrain GM power - mostly tight action resolution mechanics, but also mechanics that allow the players to engage in various forms of director-stance-ish fictional content introduction. And sometime also constraints around GM fictional content introduction (eg the Doom Pool in MHRP). Your example of having the villain escape, for instance, involves the GM suspending the action resolution rules. I'm not sure what Forge-y system you have in mind that advocates this. I typically associate it with the WW "golden rule", which is exactly the sort of GM pre-authorship that Forge-y narrativism is trying to avoid. [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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