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If you could try a RPG that ISN'T D&D...
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<blockquote data-quote="woodelf" data-source="post: 1765833" data-attributes="member: 10201"><p>That change doesn't make it any less gamist, it makes it less complex. The basis for determining the result of an action is still a combination of your character's abilities (simulationist) and whether or not you succeed (gamist). To make it less gamist, or, more specifically, more narrativist, you'd have to use other criteria to resolve actions. Frex, how appropriate the result is to the story. If, frex, it would be very difficult to hurt the Big Bad when you encountered her the first time, and very easy to hurt her when it was the climax of the story (assuming the circumstances within the gameworld were identical in both situations), <em>that</em> would be a narrativist mechanism. To pick some specific examples of more narrativist mechanics: Feng Shui, where you get a bonus for doing something cool, instead of a penalty because it's difficult. Dust Devils and Donjon are great examples of narrativist systems: both of them revolve around not success at an action (a very gamist construct) but narrative control of the action--a successful roll doesn't mean you succeed, it means you get to decide what happens, whether that be success or failure, or something else. Story Engine is a good example of a gamist/narrativist system, where you resolve actions based on how many resources you can bring to bear, but essentially bid other resources (various capabilities) to have control over the situation. Another narrativist/gamist mechanic would be flashbacks in Marvel Universe, where the player can once per session invoke a cut scene, which lets them narrate a bit of backstory, and thus get a bonus on their current action. Even having a rule like OtE or Sorcerer has that requires you to be creative in your attacks is a move in the narrativist direction. (In Over the Edge, each time after the first, in a given combat, that you use the same description for an attack, you take a cumulative penalty on the attack roll. A new description for each attack roll is the norm. And coming up with a really cool and original description for your attack gives you a bonus.)</p></blockquote><p></p>
[QUOTE="woodelf, post: 1765833, member: 10201"] That change doesn't make it any less gamist, it makes it less complex. The basis for determining the result of an action is still a combination of your character's abilities (simulationist) and whether or not you succeed (gamist). To make it less gamist, or, more specifically, more narrativist, you'd have to use other criteria to resolve actions. Frex, how appropriate the result is to the story. If, frex, it would be very difficult to hurt the Big Bad when you encountered her the first time, and very easy to hurt her when it was the climax of the story (assuming the circumstances within the gameworld were identical in both situations), [i]that[/i] would be a narrativist mechanism. To pick some specific examples of more narrativist mechanics: Feng Shui, where you get a bonus for doing something cool, instead of a penalty because it's difficult. Dust Devils and Donjon are great examples of narrativist systems: both of them revolve around not success at an action (a very gamist construct) but narrative control of the action--a successful roll doesn't mean you succeed, it means you get to decide what happens, whether that be success or failure, or something else. Story Engine is a good example of a gamist/narrativist system, where you resolve actions based on how many resources you can bring to bear, but essentially bid other resources (various capabilities) to have control over the situation. Another narrativist/gamist mechanic would be flashbacks in Marvel Universe, where the player can once per session invoke a cut scene, which lets them narrate a bit of backstory, and thus get a bonus on their current action. Even having a rule like OtE or Sorcerer has that requires you to be creative in your attacks is a move in the narrativist direction. (In Over the Edge, each time after the first, in a given combat, that you use the same description for an attack, you take a cumulative penalty on the attack roll. A new description for each attack roll is the norm. And coming up with a really cool and original description for your attack gives you a bonus.) [/QUOTE]
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