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*TTRPGs General
Players establishing facts about the world impromptu during play
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<blockquote data-quote="aramis erak" data-source="post: 8269973" data-attributes="member: 6779310"><p>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.</p><p></p><p>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.</p><p></p><p>Then you have a blindspot.</p><p>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.</p><p></p><p>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.</p><p></p><p>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....</p><p></p><p></p><p>That rules approach is one I tend to share. A social contract. </p><p></p><p>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...</p><p></p><p></p><p>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.</p><p></p><p>Fully agree with that.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8269973, member: 6779310"] 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. 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. Then you have a blindspot. 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.... That rules approach is one I tend to share. A social contract. 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... 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. Fully agree with that. [/QUOTE]
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