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Idle Musings - D&D design scope
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<blockquote data-quote="chaochou" data-source="post: 5956954" data-attributes="member: 99817"><p>I think you're entering a murky pool here, but I'm interested to see where it's going...</p><p></p><p></p><p></p><p>I understand saying this for the sake of simplicity. But already the arguments become extremely complex. Is 'fiction' simply the later retelling of events? In which case me making a cup of coffee produces fiction, its creation is trivial and all rpgs both produce and fully support manipulating it...</p><p></p><p>I think fiction, in a narrativist (and literary) sense, has conflict, rising tension, resolution, denouement. In D&D - and all rpgs which followed its model - the GM creates the conflict, ramps up the tension, sets the parameters for resolution and narrates the denouement. Its a ubiquitous paradigm in RPG design, and one that games specifically designed for 'narratavist' play break down by giving players the power to do any and all of those things.</p><p></p><p>In this context I don't see anything much in D&D (or Traveller, or Runequest, or Jorune or Warhammer FRP, etc, etc) which support narrativist play. I don't think there's a game written before about 2000 whose mechanics were designed like this (I hear Over the Edge did, but I've not read it), and not one before HeroWars or Dogs that did it well.</p><p></p><p>The caveat is the sandbox, which I think was a clear attempt to break out into new terrain. But I think D&D supports sandbox play largely through volume of source material, rather than mechanics, in much the same way that ICE did with Middle Earth even though the system (Rolemaster) is pretty much pure sim.</p><p></p><p></p><p></p><p>Yes, I agree entirely.</p><p></p><p></p><p></p><p>Perhaps, but only if divergent playstyles are seen in these kind of terms. I don't see it. Look at the recent news item about what 'modules' respondents wanted... the answers were - combat, combat, combat, combat, recovering after combat and skills.</p><p></p><p>So theoretically, there could be a 'Beliefs, Instincts and Traits' module. But I think the designers assume (probably correctly) that you're already playing Burning Wheel.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5956954, member: 99817"] I think you're entering a murky pool here, but I'm interested to see where it's going... I understand saying this for the sake of simplicity. But already the arguments become extremely complex. Is 'fiction' simply the later retelling of events? In which case me making a cup of coffee produces fiction, its creation is trivial and all rpgs both produce and fully support manipulating it... I think fiction, in a narrativist (and literary) sense, has conflict, rising tension, resolution, denouement. In D&D - and all rpgs which followed its model - the GM creates the conflict, ramps up the tension, sets the parameters for resolution and narrates the denouement. Its a ubiquitous paradigm in RPG design, and one that games specifically designed for 'narratavist' play break down by giving players the power to do any and all of those things. In this context I don't see anything much in D&D (or Traveller, or Runequest, or Jorune or Warhammer FRP, etc, etc) which support narrativist play. I don't think there's a game written before about 2000 whose mechanics were designed like this (I hear Over the Edge did, but I've not read it), and not one before HeroWars or Dogs that did it well. The caveat is the sandbox, which I think was a clear attempt to break out into new terrain. But I think D&D supports sandbox play largely through volume of source material, rather than mechanics, in much the same way that ICE did with Middle Earth even though the system (Rolemaster) is pretty much pure sim. Yes, I agree entirely. Perhaps, but only if divergent playstyles are seen in these kind of terms. I don't see it. Look at the recent news item about what 'modules' respondents wanted... the answers were - combat, combat, combat, combat, recovering after combat and skills. So theoretically, there could be a 'Beliefs, Instincts and Traits' module. But I think the designers assume (probably correctly) that you're already playing Burning Wheel. [/QUOTE]
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