FrogReaver
The most respectful and polite poster ever
It's not an example of "narrativist games". It's an example of MHRP/Cortex+ Heroic.
Apocalypse World is a "narrativist game" - as Vincent Baker says in the acknowledgements, the "entire game design" follows from Edwards's essay "Narrativism: Story Now". But it does not permit action declarations of the sort that I described.
I'm sure many posters in this thread would consider Torchbearer 2e to be a "narrative" or "narrativist" game, but - as per the example of play that I posted in the same post as the example from Cortex+ Heroic, it would not permit the same action declaration: TB2e takes a different approach from MHRP to authority over backstory.
Yes? It's not "selection bias", it's what counts as permissible action declaration. In the sort of D&D you are describing, I try and read the runes is a permissible action declaration. But adding hoping that they will reveal a way out of the dungeon adds nothing. It is not a component of the action declaration. Whereas in MHRP/Cortex+ Heroic, it is.
There are some versions of D&D which are closer to MHRP/Cortex+. Here's an example from a 4e skill challenge:
I think that the yakuza's contact ability in the original AD&D OA also allows the PC's hope to make a difference. From p 27,
The contacts are not named or defined by the DM or by a table. Instead, when the player wants his character to use a contact, he decides the name and position of the contact and tells the DM. The DM then decides whether the contact is appropriate for the character. The contact cannot be more than four experience levels above the yakuza, and the yakuza character must have had some plausible reason for meeting the contact in the past.
I think there are cases, even in mainstream D&D, that will contradict this principle: for instance, Gygax in his DMG (p 20) says that a thief's ability to read languages
assumes that the language is, in fact, one which the thief has encountered sometime in the past. Ancient and strange
languages (those you, as DM, have previously designated as such) are always totally unreadable.
So a successful roll to read languages in the now of the game establishes that, in the past of the game, the thief had a certain experience. That doesn't conform to your principle.
I don't make this point as a "gotcha". I make it to illustrate that adhering 100% to the principle that you've stated is extremely demanding. It rules out, for instance, a whole lot of narrations (eg "the wall looked harder than it turned out to be") which might otherwise be part of the narration of a success.
I think that what is shocking to some RPGers is the flagrancy of the runes example, in departing from an assumption of GM authority and centring the player so explicitly.
So you fully recognize the there’s a difference by virtue of ‘not all narrativist games have this feature’. Prior you proceeded to make me jump through hoops to explain that a difference existed, none of my explanations even sufficed, leading me to believe you thought there was no difference at all only to now find out i should have been talking about the specific nature of the difference instead of trying to establish that there was a difference. I’m very frustrated with your approach on this.
I guess I’ll leave it at - our biggest issue is with the narrativist games that do have that feature. I also don’t agree with your suggested difference, but if that conversation is going to go anything like this one I want no part in it.