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Players establishing facts about the world impromptu during play
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<blockquote data-quote="aramis erak" data-source="post: 8271320" data-attributes="member: 6779310"><p>I have run around 300 game editions/systems over the last 40 years. Many of them just to find out how the rules impact play. </p><p></p><p>the exemplar narrativist games that i talk about are ones that mechanics are there to control who adds what... John Wick's <em>Blood & Honor</em> and <em>Houses of the Blooded</em>, where the roll is not success/failure determination, but setting who picks success. Or like Fiasco, where the rules are about who is narrating.</p><p></p><p>Vampire isn't a terribly good simulation; it's somewhere in the space between gamist and simulationist. It has some narrative concessions... the willpower/nature mechanics and the autosuccess mechanic... but it is not enough to pull it to the center, let alone to the N point of the triangle.</p><p></p><p>No RPG can be purely any one of the GSN points... Fiasco and HotBlooded both come real close, but the gamist aspects (tying the dice pool to skills suitable for the situation and declared action, even if not the primary actor within that declared action)... D&D always has had some concessions to story flow. Phoenix Command has some gamist concessions - simplification for play and competitition - despite being table-driven in search of realistic woundngl</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8271320, member: 6779310"] I have run around 300 game editions/systems over the last 40 years. Many of them just to find out how the rules impact play. the exemplar narrativist games that i talk about are ones that mechanics are there to control who adds what... John Wick's [I]Blood & Honor[/I] and [I]Houses of the Blooded[/I], where the roll is not success/failure determination, but setting who picks success. Or like Fiasco, where the rules are about who is narrating. Vampire isn't a terribly good simulation; it's somewhere in the space between gamist and simulationist. It has some narrative concessions... the willpower/nature mechanics and the autosuccess mechanic... but it is not enough to pull it to the center, let alone to the N point of the triangle. No RPG can be purely any one of the GSN points... Fiasco and HotBlooded both come real close, but the gamist aspects (tying the dice pool to skills suitable for the situation and declared action, even if not the primary actor within that declared action)... D&D always has had some concessions to story flow. Phoenix Command has some gamist concessions - simplification for play and competitition - despite being table-driven in search of realistic woundngl [/QUOTE]
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