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R. Thompson : D&D still a sim/gamist RPG
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<blockquote data-quote="smathis" data-source="post: 4116349" data-attributes="member: 56465"><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Nah, I mean Egri. I doubt the poor guy is even aware of the flamewars Ron Edwards' adoption of his writing has caused over the years. Edwards was clearly intending to use Egri's writing on plot and premise in a roleplaying context. So I consider that Edwards' baby, not Egri's. Any confusion as to its context, terms or execution rests at Ron's feet, not poor Lajos'.</p><p></p><p>Much in the same way Herbert Spencer is responsible for Social Darwinism, not Charles Darwin (as many people suppose).</p><p></p><p></p><p></p><p>Yup. I was talking about Narration Rights. It goes back to what I was saying earlier about indie-game designers checking the theory at the door. I mean, where's the premise in HeroQuest? Or Shadows of Yesterday? Pretty much the same place it is in D&D. Yet, HQ and tSoY are considered vastly more conducive to Narr play than D&D.</p><p></p><p>Premise isn't hard-wired into any of those games I mentioned. Not like it is in DitV, MLwM or even Sorcerer. I can accept that. Actually, I prefer it because it means I can use the same rules to explore many premises, rather than a variation on themes.</p><p></p><p>My statement earlier about "doing Narr" in D&D if I have minor successes/failures was more about being able to dish out Authorial and Directorial control to players at the table. I associate those more with Narr playstyles because:</p><p></p><p>1) Narration rights are almost always a part of Narr-supporting games' rulesets, whereas premise often is not</p><p>2) Premise often builds and creates itself organically and dynamically through play, even in rulesets that don't support or promote such</p><p></p><p>As to whether D&D supports this already, I mentioned repeatedly that this was an easy hack to insert. I was making an observation that not having support of it at the core rules level (beyond handwavy DM stuff) seemed a bit behind the times. That's all.</p></blockquote><p></p>
[QUOTE="smathis, post: 4116349, member: 56465"] :) Nah, I mean Egri. I doubt the poor guy is even aware of the flamewars Ron Edwards' adoption of his writing has caused over the years. Edwards was clearly intending to use Egri's writing on plot and premise in a roleplaying context. So I consider that Edwards' baby, not Egri's. Any confusion as to its context, terms or execution rests at Ron's feet, not poor Lajos'. Much in the same way Herbert Spencer is responsible for Social Darwinism, not Charles Darwin (as many people suppose). Yup. I was talking about Narration Rights. It goes back to what I was saying earlier about indie-game designers checking the theory at the door. I mean, where's the premise in HeroQuest? Or Shadows of Yesterday? Pretty much the same place it is in D&D. Yet, HQ and tSoY are considered vastly more conducive to Narr play than D&D. Premise isn't hard-wired into any of those games I mentioned. Not like it is in DitV, MLwM or even Sorcerer. I can accept that. Actually, I prefer it because it means I can use the same rules to explore many premises, rather than a variation on themes. My statement earlier about "doing Narr" in D&D if I have minor successes/failures was more about being able to dish out Authorial and Directorial control to players at the table. I associate those more with Narr playstyles because: 1) Narration rights are almost always a part of Narr-supporting games' rulesets, whereas premise often is not 2) Premise often builds and creates itself organically and dynamically through play, even in rulesets that don't support or promote such As to whether D&D supports this already, I mentioned repeatedly that this was an easy hack to insert. I was making an observation that not having support of it at the core rules level (beyond handwavy DM stuff) seemed a bit behind the times. That's all. [/QUOTE]
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