Win conditions have to be in advance?
It seems to me that "win condition" here is turning into something like happy with the outcome. Whereas in a scenario like ToH or Ghost Tower of Inverness or The Hidden Shrine of Tamoachan or White Plume Mountain or Castle Amber (to fasten on some classics of the genre) when we talk about win conditions we're certainy not talking about (say) being happy with how we reconciled two feuding members of the Amber family.Scenarios of the kind I'm talking about, in the kind of game pemerton's talking about, might have their 'framing' done in play, rather than in advance (by the DM, between sessions), so the win condition might be defined in play.
I can see how it could read as the win condition going undefined /until met/, which'd make it hard (but not impossible, assuming there's any way to influence what said win condition becomes) to "play to win."
I didn't mean a different system, I meant a different ethose of play. The post-DL ethos is applicable to a variety of systems - not only D&D but (say) Rolemaster, RQ, I would suggest HERO and GURPS - anything where the PC gen provides fairly vivid pictures of the character's capabilities and role in the story, where the resolution system leaves slippage between literal outcome of the resolution process and significant development in the shared fiction (what is sometimes called task as opposed to conflict resolution) and where the GM might be allowed or even encouraged to ignore a die roll from time to time in the interests of "the story".So, only substituting a /system/ would count? That seems extreme.
I may have missed, or misread, the double negative in "the GNS labels /not/ supposed to be exclusionary us-v-them categoriesWin conditions have to be in advance?" - now that you've signalled your intended reading I can't remember which I did.Crap, double-negatives. No, it's not supposed to be about that, or no, it's not not supposed to be about that so it actually is about that, or yes, it's not supposed to be about that... ?
The Paizo developers stated specifically early in the playtest that they want moderate to high level heroes to be able to take down hundreds of low-level enemies without being threatened; it was the particular flavor of high fantasy they wanted.Honestly I'm surprised they kept the big numbers that scale with raw level when they are also keeping in proficiency bonuses. It would seem like you could get by with one or the other.
Success, in any case, you play the game for a while, achieve an objective or fail to.It seems to me that "win condition" here is turning into something like happy with the outcome.
So you /are/ insisting on system.I didn't mean a different system, I meant a different ethose of play. ....I'm not going to accept the proposition that a skilled GM can make a prepared story feel like narrativist play until I hear an account of how someone used those post-DL techniques in the context of a system like BW or a PbtA system and pulled it off.
"In the interest of the story" has no purchase, yet this is a "narrativist" game that's all about the story?To me it just seems obvious that it can't be done. In a system like Cortex+ Heroic, for instance, the notion of ignoring or fudging a die roll or an outcome in the interests of the story doesn't have any purchase unless the GM just outright cheats or ignores the rules
I think it does mean the former, in that I doubt there could be a 'pure' experience of only one agenda without elements of the others. As far as enjoyment, it's often unexamined - and can even be ruined by examination - and people can identify what aspects of something they believe the enjoy with a lot less accuracy than you might think.But that doesn't mean that everyone has done every one of them, or enjoys them.
I am very down on Role v Roll, CaW v CaS, GNS and warring in general. I don't buy into the drawing of lines in the sand, false dichotomies, and divisiveness in general.My experience on these boards is that the number of ENworld posters who have seriously engaged in narrativist play is fairly modest. I don't know if you're in that category or not. At the risk of being too honest, you come across as being an experienced RPGer whose seen quite a bit of variety over the years; but the way you (at least seem to) relate to "roll vs role" and edition wars, and the claims you make about the place of a GM and what a skilled GM can pull off
(Back in the day, I did play in exactly one tournament - it was awful.)makes it seem to me as if you've seen a lot of simulationist play (ranging a wide spectrum from CoC-ish full immersion to HEROs-esque system-oriented simulationism to the classic post-DL adventure path) and probably a fair bit of gamist play (eg classic tournament-style "beat the dungeon" play) and probably a fair bit of gamist players trying to "wreck"/break the simulationist experience, and therefore needing the GM to rein them in.
I have played some FATE and posted about it, but I'm not surprised you missed it.But I don't recall you ever posting about play from the narrativist point of view, nor talking about some typical systems that might support it like (say) DitV or PbtA or even narrativist-oriented Fate play.
Doesn't seem relevant. But more of that in Storyteller and 4e than in harder-to run eds, Hero, and the like... also I've very often seen a phenomenon where one system gets consistently run by one GM who is very enthused about it for a while, no rotating there.I wouldn't be surprised if you've played in groups/at tables where GM duties are rotated fairly regularly, and everyone takes turns playing through everyone else's dungeons and scenarios.
Sounds like "Troup style play." Which is funny, because the definition of Narrativist seems intentionally narrowed to exclude Storyteller.rather than via playing a game where collective story creation is done by everyone simultaneously (but not all by being GMs simultaneously
So, FATE, as well as Storyteller is off the list of narrativist-enough games? Or just that particular mechanic, itself, isn't necessary nor sufficient?it's a recurrent irritation for me on these boards that many posters seem to equate narrativist play with shared authorship of the "spend a point to make such-and-such true in the fiction" variety, where as - as The Forge essays noted 15+ years ago - there's no particuar connection between those sorts of mechanics and narrativist play in the sense The Forge is intersted in).
You presented it in as un-offensive a way as possible.If the attempt at a summary bio and conjecture are way off I apologise. I hope they don't cause offence - they're intended in honest good faith.
That's what I thought. So I don't see how that squares with the assertion that a system can completely block a style of play.What I mean is that GNS laebs are not supposed to be us vs them categories - a person can sit down and enjoy a sim game, and then a gamist game; and even in play there can be shifts in GNS orientation from episode to episode (but not moment to moment).'
The Paizo developers stated specifically early in the playtest that they want moderate to high level heroes to be able to take down hundreds of low-level enemies without being threatened; it was the particular flavor of high fantasy they wanted.
Yea, the initial goal of the proficiency levels was to open up new abilities. A lot of feats and abilities were tied into having expert or master or legendary level of proficiency in a skill. But playtesters in general didn't respond well to increasing proficiency without noticeable increases in the die roll modifier.I get that. In fact I'm a fan of adding +level (or +fraction of level) to things in general for level-based systems - it's not only an easy mechanic to explain, it also makes character level matter and it makes it easy to keep threats scaled appropriately if everyone is adding the same number to things.
What I don't get is combining that with a scale of 5 levels of proficiency - it feels like two mechanics that solve the same kind of problem in two different ways have been combined together. It also seems like it would lose some of the elegance that adding +level to things gets you. Though maybe it plays differently than it reads.
Yea, the initial goal of the proficiency levels was to open up new abilities. A lot of feats and abilities were tied into having expert or master or legendary level of proficiency in a skill. But playtesters in general didn't respond well to increasing proficiency without noticeable increases in the die roll modifier.
GNS is an analytic framework. It's not a claim about what anyone has or hasn't done, or should or shouldn't have done.GNS is not supposed to be about creating divisions and positing exclusive monolithic modes of play. Yet we seem to be right back there, with you conjecturing that I haven't climbed onto the Narrativist monolith.
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I can't see how any one can be entirely absent for an extended period, let alone how a game can be exclusively devoted to one.
So why are you convinced I haven't experienced Narrativist play, and will only accept pulling a little illusionism in /certain systems/ as evidence one could pull some narrtivist wool over the players eyes?GNS is an analytic framework. It's not a claim about what anyone has or hasn't done, or should or shouldn't have done.
It's a claim about a certain sort of goal of play, not about system; but there is a recognition that some systems suit some goals better than other systems do, and better than they suit other goals.
… I'm not so sure I'm convinced - I'm not so sure exactly what it is I'm not convinced about, though.There's not reason to think that any given goal must be present in play over time. I've played in sessions and campaigns that were free of narrativism. And I see posts about such sessions and campaigns all the time on these boards.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.