why can't doing the inventory management be contained either at the start (low conflict) such that conflict rises from there or as part of the conflict is resolved phase. If either of these framings are possible then the amount of table time spent on inventory management doesn't matter (in this specific way). It's still part of the rising conflict.
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why can't that room be treated holistically as one step in the rising conflict? I'm laying aside the moral line question for a moment, because I'm examining whether this meets the rising conflict criteria first. And if not, then why not.
I don't know what
you mean by "rising conflict" or "rising action". I don't see a long discussion of how many pitons the PCs have, how much rope they have, whether they can rig something up to cross the frictionless room, etc as fitting any account that I'm familiar with.
Edwards discusses the issue
here:
Simulationist play works as an underpinning to Narrativist play, insofar as bits or sub-scenes of play can shift into extensive set-up or reinforcers for upcoming Bang-oriented moments. It differs from the Explorative chassis for Narrativist play, even an extensive one, in that one really has to stop addressing Premise and focus on in-game causality per se. Such scenes or details can take on an interest of their own, as with the many pages describing military hardware in a Tom Clancy novel. It's a bit risky, as one can attract (e.g.) hardware-nuts who care very little for Premise as well as Premise-nuts who get bored by one too many hardware-pages, and end up pleasing neither enough to attract them further.
My personal experience is that the "hardware pages" of Rolemaster play - which can take up many hours of play at high levels, where players have very intricate and technical choices to make about how to use their buff spells, their items, etc - or the "hardware pages" of White Plume Mountain-type play - which, again, take up a lot of time thinking about logistics, deploying gear, etc - are generally at odds with rising conflict across a moral line. Because they defuse the sense of momentum, anticipation and (pending) crisis. Managing starship finances in Classic Traveller also felt like this, and I ended up writing a simple spreadsheet to automate it between sessions, so that the player of the starship owner didn't need to worry about it.
Again speaking from my personal experience, the only RPG I know of that manages to integrate elements of "hardware pages"/logistical play with "rising conflict across a moral line" is Torchbearer 2e. There are a lot of complex system elements that combine to make this work; and the "narrativism" is not as clear or intense as in Burning Wheel, despite a number of system similarities.
I'm struggling to see why either of those instances are regarded as player-authored conflict across a moral line. Your talking about traits and whether the system or player gets to ultimately make a statement about the character.
To clarify, I don't see the conflict in this description at all. As to player authored I presume the difference is in player authored statement vs system authored statement (Side question - do systems author? and if not then who is the author here?) It's not clear where the moral line is either.
I didn't identify any moral line - that can be whatever you want, within the limits of what sort of play the RPG will support (eg both The Riddle of Steel and Burning Wheel default to a moderately gritty mediaeval-to-very-early-modern European fantasy).
As per my post not far upthread, which also includes some examples from play, the difference is between the system guiding or dictating the player's decisions about how the character acts, and the player being expected to inject their own judgement - taking for granted that we're talking about action that will ramify across a moral line. Pendragon's traits exemplify the first possibility. BW Beliefs and TRoS Spiritual Attributes exemplify the second.
I'd note that living world sandbox play often predominately features exactly these kind of open ended situations and 'factions' that you can choose to help or not. Often at the expense of others. Do you keep the Axe of Good Fortune for yourself, give it to the Dwarves, or give it to the halflings who have fallen on hard times. That is a moral question, right? The game itself provides benefits for any of those 3 courses of action. And while I would classify this kind of thing as a conflict, I'm not sure rising conflict can be applied to anything like this. Or maybe you can explain how it can?
I'm not seeing, in what you describe here, any rising action or rising conflict across a moral line.
If I accurately understand what narrativist is then I can explain why my play either is or isn't narrativist and where specifically it diverges.
Well, does your RPGing involves rising conflict across a moral line that is authored by the players? To break that down: What is the rising action in your RPGing? Does it involve a moral line? Is there conflict across that line? Do the players author that conflict?
When I GMed White Plume Mountain, I can tell you: the rising action, to the extent that there is any, arises when the PCs first encounter a trap/trick, or a monster. None of this involved a moral line, and so there was no conflict (player-authored or otherwise) across any moral line.
The last time I played AD&D 2nd ed, the rising action in the game included (among other things) questions about the PCs and their relationships to the gods and to a prophecy. Some of this involved a moral line, mostly around loyalties both within the party and to others in the setting. The conflict was not player-authored, and the more the players tried to take control of it the more the GM pushed back, until he eventually torpedoed the existing in-game context by teleporting the PCs 100 years into the future. The game ended not long after that.
In my 4e game, the rising action included (among other things) questions of religious and cosmological loyalty. This was a moral line: law vs chaos, gods vs primordials, mortals vs divinities, realism vs hope, etc. There was conflict across it: just as one example, would the PCs betray the Raven Queen to stop her amassing more power, even if this made it harder to achieve a peaceful future for the mortal world? And this conflict across a moral line was authored by the players, in that they were the ones who invested in this or that element of the setting, brought it to life, built and played PCs who had stakes and commitments in relation to it, and then made the choices that escalated some conflicts while resolving others. I posted a couple of play examples upthread.