Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="robertsconley" data-source="post: 9658521" data-attributes="member: 13383"><p>At its core, a story is simply an account of events. However, that’s not what is meant by “story” in Narrativism. In that context, “story” refers to a thematic structure shaped intentionally by character decisions and their consequences.</p><p></p><p>That kind of thematic structuring doesn’t exist in my Living World Sandbox campaigns. The world exists independently of the players, and while meaningful outcomes may emerge, they aren’t designed to support a particular theme or narrative arc. They’re the byproduct of player choices interacting with a consistent world.</p><p></p><p>Take your example of the beggar leader seeking revenge. You said:</p><p></p><p></p><p></p><p>Yes, the beggars were in danger if the Demon Wolf turned its attention to them. But even in your reductive example, that danger wasn’t constructed to generate a moral dilemma. The beggars were there because, a few weeks prior, it was plausible for them to be fencing loot for the local bandits. It was bad luck that they happened to be present during the Demon Wolf’s attacks, which led to the chief’s son being killed. The leader then chose to stay and seek revenge, and the clan agreed to support him.</p><p></p><p>The outcomes you listed are all plausible:</p><ul> <li data-xf-list-type="ul">He leaves, the beggars are safe, and they flourish.</li> <li data-xf-list-type="ul">He leaves, but the lack of justice causes internal conflict.</li> <li data-xf-list-type="ul">He stays, fails, and the beggars are slain.</li> <li data-xf-list-type="ul">He stays, succeeds, and the beggars survive.</li> </ul><p>If the players chose not to engage with that situation, I would still resolve it, because the clan’s decision to hunt the Demon Wolf had already been made. I’d roll to determine the outcome of that hunt. Based on that result, I’d then roll or judge which of the possible consequences occurred, and update my notes accordingly.</p><p></p><p>Again, the point isn’t to create a narrative but to maintain a coherent and reactive setting. The focus is on how time and events unfold whether or not the players intervene. That’s a fundamentally different procedure and design goal than what Narrativism is concerned with.</p><p></p><p>Narrativism isn’t emergent, it’s authored through play. Ron Edwards is clear: story is the point. Thematic structure arises because the system is designed to foreground premise and character choice. That’s a different goal than simulating a world and letting consequences unfold without regard for theme, and primarily considering plausibility.</p><p></p><p>The Living World sandbox offers a world you survive, change, or leave behind, while Narrativism offers a story you shape, wrestle with, and resolve. Both are powerful, and both speak to different creative instincts. Each delivers a distinct kind of payoff, and both deserve respect for how well they serve their goals.</p><p></p><p>Yes, Narrativism is a type of fun. But that fun doesn’t happen in a vacuum. It’s built on procedures and structures designed to foreground premise, character choice, and thematic resolution. Living World has its own set of procedures and structures designed to foreground visiting a setting with a life of its own as a character having adventures.</p></blockquote><p></p>
[QUOTE="robertsconley, post: 9658521, member: 13383"] At its core, a story is simply an account of events. However, that’s not what is meant by “story” in Narrativism. In that context, “story” refers to a thematic structure shaped intentionally by character decisions and their consequences. That kind of thematic structuring doesn’t exist in my Living World Sandbox campaigns. The world exists independently of the players, and while meaningful outcomes may emerge, they aren’t designed to support a particular theme or narrative arc. They’re the byproduct of player choices interacting with a consistent world. Take your example of the beggar leader seeking revenge. You said: Yes, the beggars were in danger if the Demon Wolf turned its attention to them. But even in your reductive example, that danger wasn’t constructed to generate a moral dilemma. The beggars were there because, a few weeks prior, it was plausible for them to be fencing loot for the local bandits. It was bad luck that they happened to be present during the Demon Wolf’s attacks, which led to the chief’s son being killed. The leader then chose to stay and seek revenge, and the clan agreed to support him. The outcomes you listed are all plausible: [LIST] [*]He leaves, the beggars are safe, and they flourish. [*]He leaves, but the lack of justice causes internal conflict. [*]He stays, fails, and the beggars are slain. [*]He stays, succeeds, and the beggars survive. [/LIST] If the players chose not to engage with that situation, I would still resolve it, because the clan’s decision to hunt the Demon Wolf had already been made. I’d roll to determine the outcome of that hunt. Based on that result, I’d then roll or judge which of the possible consequences occurred, and update my notes accordingly. Again, the point isn’t to create a narrative but to maintain a coherent and reactive setting. The focus is on how time and events unfold whether or not the players intervene. That’s a fundamentally different procedure and design goal than what Narrativism is concerned with. Narrativism isn’t emergent, it’s authored through play. Ron Edwards is clear: story is the point. Thematic structure arises because the system is designed to foreground premise and character choice. That’s a different goal than simulating a world and letting consequences unfold without regard for theme, and primarily considering plausibility. The Living World sandbox offers a world you survive, change, or leave behind, while Narrativism offers a story you shape, wrestle with, and resolve. Both are powerful, and both speak to different creative instincts. Each delivers a distinct kind of payoff, and both deserve respect for how well they serve their goals. Yes, Narrativism is a type of fun. But that fun doesn’t happen in a vacuum. It’s built on procedures and structures designed to foreground premise, character choice, and thematic resolution. Living World has its own set of procedures and structures designed to foreground visiting a setting with a life of its own as a character having adventures. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top