FrogReaver
The most respectful and polite poster ever
Okay. How does the table establish a moral line? Even a typical method would be acceptable here.Narrativist play is not hard to achieve. All the table has to do is (i) establish a moral line,
Okay so in the runes example, what was the player established moral line, what was the conflict, how was that conflict established and what was the resolution of that conflict? It's been a while since I've read the original example, so if those details were there I apologize. I don't think they were though.and (ii) allow the players to establish and resolve conflicts that cross that line.
That seems like an arbitrary cut off point? It's not clear why 1st level D&D PC's (excluding 4e) aren't competent and able to establish and resolve conflicts.The minimum requirement that this places on the PCs is that they be competent, within the rules of the game, to establish and resolve conflicts. In RPGs like classic D&D, 3E or 5e, that will rule out 1st and perhaps even 2nd or 3rd level PCs. (But in 4e D&D, 1st level PCs are sufficiently competent to establish and resolve conflicts.)
This seems to focus on techniques and ruling out quite a few that aren't inherently contradictory with the definition.When it comes to framing and resolution procedures, mechanics and principles that (i) downplay the moral stakes of a conflict, and (ii) establish a focus on details of time, position, logistics, etc, will not be ideal. This is what Eero Tuovinen is getting at when he says that
the truth of the matter is that some Simmy games are just more easily drifted towards Narrativism, while others are easier for Gamism. Sure, Fate can do Narrativism, but if you think that proves that Sim and Nar are similar, you should try playing Battletech and see how Narrativist you’ll feel yourself. The fundamental issue is that a true Sim play will never, ever care about you the person, and your self-expression; they don’t want your self-expression, they want your subjugation to this material.
Narrativist gm and player principles also subject themselves to the material - they just leave open alot of material.As well as pointing to the example of Battletech, this passage points to another way in which the approach to framing and resolution can impede narrativist play: if it subjugates you to the material. This is why Pendragon is better suited for simulationist than narrativist play. And why classic D&D-style GM adjudication of alignment is not well-suited to narrativist play.