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General Tabletop Discussion
*TTRPGs General
Narrative Games - three very distinct categories
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<blockquote data-quote="aramis erak" data-source="post: 7854593" data-attributes="member: 6779310"><p>I've been thinking about this, too... </p><p></p><p>I think a three mutally exclusive category system is highly artificial, and not even terribly useful</p><p></p><p>Games where mechanics determine who decides the outcomes. (Fiasco, Houses of the Blooded)</p><p>Games where mechanics decide which prior agreed result happens. (Burning Wheel)</p><p>Games where the mechanics decide the cost of success (Marvel Universe)</p><p>Games where the mechanics determine quality of success without regard to difficulties (Dying Earth AWE/PBTA)</p><p>Games where mechanics determine success (or modify success chances) by reference to the story appropriateness (Theatrix, Fate)</p><p>Games where mechanics where metacurrencies earned by story affect the odds (Fate, Dying Earth, Burning Wheel, Cosmic Patrol)</p><p></p><p>None are nice clean exclusive categories.</p><p></p><p>And I'd define storygame thusly: Games where the mechanics are intended onlyto be invoked to create interesting changes in the story, as opposed to being invoked simply because situation X has occurred.</p><p></p><p>I'd note that I don't see Narrative Games as a good label - to some degree, ALL RPGs are narrative. </p><p>(The biggest error of Dr. Edwards' logic is that Gamist, SImulationist, and Narrativist are separate mutually exclusive categories rather than qualities all RPGs possess each of to varying degrees.)</p><p></p><p>The only way to eliminate gamism is to create a totally immersive simulation system like a holodeck. The only way to eliminate gameism is to have no rules that players knowingly interact with. I can't think of any way to totally eliminate narrativism, as we are, as a species, story generation machines that contextualize almost everything into narratives.... Which is why even many themed abstract boardgames generate tales in the players' memories....</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7854593, member: 6779310"] I've been thinking about this, too... I think a three mutally exclusive category system is highly artificial, and not even terribly useful Games where mechanics determine who decides the outcomes. (Fiasco, Houses of the Blooded) Games where mechanics decide which prior agreed result happens. (Burning Wheel) Games where the mechanics decide the cost of success (Marvel Universe) Games where the mechanics determine quality of success without regard to difficulties (Dying Earth AWE/PBTA) Games where mechanics determine success (or modify success chances) by reference to the story appropriateness (Theatrix, Fate) Games where mechanics where metacurrencies earned by story affect the odds (Fate, Dying Earth, Burning Wheel, Cosmic Patrol) None are nice clean exclusive categories. And I'd define storygame thusly: Games where the mechanics are intended onlyto be invoked to create interesting changes in the story, as opposed to being invoked simply because situation X has occurred. I'd note that I don't see Narrative Games as a good label - to some degree, ALL RPGs are narrative. (The biggest error of Dr. Edwards' logic is that Gamist, SImulationist, and Narrativist are separate mutually exclusive categories rather than qualities all RPGs possess each of to varying degrees.) The only way to eliminate gamism is to create a totally immersive simulation system like a holodeck. The only way to eliminate gameism is to have no rules that players knowingly interact with. I can't think of any way to totally eliminate narrativism, as we are, as a species, story generation machines that contextualize almost everything into narratives.... Which is why even many themed abstract boardgames generate tales in the players' memories.... [/QUOTE]
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