aramis erak
Legend
I'll note that the Story Now and No Myth, while different, do correlate. Many Story Now games encourage a No Myth approach. And both are doable in almost any game system that doesn't directly require background definitions as part of resolution.
Plot can be created in a variety of ways, many of which can be created before play. Plot unrevealed to players may be of no visibility to the players and yet still affect play.
In story now play, the plot can be (and often is) entirely player directed. This happens often in Burning Wheel... the players beliefs are defining a plot, and while it's incomplete, and incoherent, it's visible before play begins, and can change during play.
It's not a weird fit. A significant subset of the OSR crowd are story-focused using rules light versions of pre-3E D&D as a scaffold for character definition, magic, and combat. Everything else about that playstyle can be very much say-yes, story-now, and non-combat... and even Story Now and No Myth.Yeah maybe, I see how that would work, though given how much of it and how to perform it I'm picking up from the OSR community and... the OS community? that feels like a weird fit.
Then you have a blindspot.Well, lets be honest, plot emerges either way, at least viewed in retrospect (which is the only plot can be viewed in an RPG, IMO).
Plot can be created in a variety of ways, many of which can be created before play. Plot unrevealed to players may be of no visibility to the players and yet still affect play.
In story now play, the plot can be (and often is) entirely player directed. This happens often in Burning Wheel... the players beliefs are defining a plot, and while it's incomplete, and incoherent, it's visible before play begins, and can change during play.
Part of the problem is that Dr. Edwards has, over time, altered all the definitions from his early 2000's definitions to something else... his shifting the definitions coincides with an ever-decreasing input from others outside his echo-chamber....Maybe. I know some people object to Edwards' description of purist-for-system simulationism, though when I first read it having played RM and BRP/RQ-type games near-exclusively for nearly 15 years I thought it was revelationary.
That rules approach is one I tend to share. A social contract.Hygienic / Unhygienic was my own choice of words. I mean it only in regard to the game we all have agreed to play or are discussing. I am not speaking to different sorts of games at all. I am a big believer in a shared play agenda, that at any given table we all need to be striving for the same sort of play experience. One of the best ways I have found to get on the same page is just to have us all take on the agenda of the game we are playing.
Games like Burning Wheel, Apocalypse World, and Masks have certain expectations that both players and GMs are expected to follow. I believe in treating the instructions to the GM just like any other rule, subject to change if we all agree, but binding otherwise. This is particularly important for Story Now play because there is an expectation that players will invest in their characters, but only approach play from a position of character advocacy. That leaves you in a pretty vulnerable place (given the emotional heft we are aiming for) if other players or the GM uses their authority in ways that run counter to the spirit of play. If they use your vulnerable place, but are not willing to go there with you.
Be careful in reading Dr. Edwards works - he shifts the definitions over time, and has, at times, claimed that there is no middle ground. He's claimed there's no middle ground between the gamist and the simulationist, nor simulationist & narrativist...I think I have a bit of a different view, and reading Ron's... posts, are bringing it into crystallization.
Early editions of D&D (OE, OE+Supps, Holmes, Moldvay-Cook B/X, and Mentzer's B/E don't have much to get in the way... Most of the OSR games are not as light as BX; BX as written is pretty light, but so many add stuff from AD&D into it that they're really AD&D light not BX clones. Once you start adding classes and such, it rapidly loses the simplicity.The first hurdle for running D&D or OSR as story now is that the mechanics really don't help, and in places even push back against it. This is less of an issue with rules light OSR games than it is with D&D (or Pathfinder, I'm afraid).
Fully agree with that.Obviously more collaborative approaches aren't going to work if you don't have people you can effectively collaborate with. Even in a less collaborative environment (I run some sandbox games and gamist OSR as well) I really would not want to run a game for folks I could not trust on a creative level because at the very least they need to create interesting characters to play and come up with creative solutions to problems they face at the table.
I would never suggest that everyone should play the sort of games I really enjoy or that they somehow missing out. The alchemy at the table is critical. Sometimes it works. Sometimes it does not. That's true for any creative endeavor.