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General Tabletop Discussion
*Pathfinder & Starfinder
"Narrative Options" mechanical?
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<blockquote data-quote="pemerton" data-source="post: 6155419" data-attributes="member: 42582"><p>That's fine, but doesn't really address the points I mentioned to [MENTION=66434]ExploderWizard[/MENTION].</p><p></p><p>(1) In your example, I can't tell whether you said "I charge the hobgoblin - I've got no real choice" or "My guy charges the hobgoblin - that's just the kind of guy he(?) is". Either form of words could have been used to convey the outcome of the "deep immersionist" play experience.</p><p></p><p>(2) I don't see how you were not narrating an episode in a shared fiction. Your example tells me something about the process whereby you formed the content of your narration, including the motives that underpinned it. But you conveyed all that by using words that you spoke to your friends at the table. Those words conveyed the occurence of certain events in a shared fiction. How is that not narration?</p><p></p><p>That depends. Is the exercise a "live" one - in which case I woudn't narrate, I would get up and leave the building? Or is the exercise a "thought experiment" planning one, in which case I might narrate the steps I would have to go through, and then we all sit around the table and work out how those steps are going to play out in a real emergency with many people trying to go through them all (eg work out where the nearest fire stairs are).</p><p></p><p>To relate that to RPGing. LARPing involves a lot more than narration. You don't narrate your movements or attacks, for instance - rather, you perform them.</p><p></p><p>Table top RPGing not so much.</p><p></p><p>I'd like to see some quotes.</p><p></p><p>I have been in discussions in which I've been told that metagame ("dissasociated") mechanics make immesive play impossible and I have posted counterexamples from my own game. So far from thinking immersion is impossible, I think (i) that it occurs, and (ii) that metagame mechanics and director stance decision-making are no special obstacle to it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6155419, member: 42582"] That's fine, but doesn't really address the points I mentioned to [MENTION=66434]ExploderWizard[/MENTION]. (1) In your example, I can't tell whether you said "I charge the hobgoblin - I've got no real choice" or "My guy charges the hobgoblin - that's just the kind of guy he(?) is". Either form of words could have been used to convey the outcome of the "deep immersionist" play experience. (2) I don't see how you were not narrating an episode in a shared fiction. Your example tells me something about the process whereby you formed the content of your narration, including the motives that underpinned it. But you conveyed all that by using words that you spoke to your friends at the table. Those words conveyed the occurence of certain events in a shared fiction. How is that not narration? That depends. Is the exercise a "live" one - in which case I woudn't narrate, I would get up and leave the building? Or is the exercise a "thought experiment" planning one, in which case I might narrate the steps I would have to go through, and then we all sit around the table and work out how those steps are going to play out in a real emergency with many people trying to go through them all (eg work out where the nearest fire stairs are). To relate that to RPGing. LARPing involves a lot more than narration. You don't narrate your movements or attacks, for instance - rather, you perform them. Table top RPGing not so much. I'd like to see some quotes. I have been in discussions in which I've been told that metagame ("dissasociated") mechanics make immesive play impossible and I have posted counterexamples from my own game. So far from thinking immersion is impossible, I think (i) that it occurs, and (ii) that metagame mechanics and director stance decision-making are no special obstacle to it. [/QUOTE]
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"Narrative Options" mechanical?
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