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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="pemerton" data-source="post: 9694725" data-attributes="member: 42582"><p>Why not read <a href="http://lumpley.com/hardcore.html" target="_blank">what has been said</a> by one of the greatest designers of RPGs intended to support narrativist play? I quoted it upthread, but here it is again:</p><p></p><p style="margin-left: 20px"> If you're designing a Narrativist game, what you need are rules that create a) rising conflict b) across a moral line c) between fit characters d) according to the authorship of the players. Every new situation should be a step upward in that conflict, toward a climax and resolution. Your rules need to provoke the players, collaboratively, into escalating the conflict, until it can't escalate no more.</p><p></p><p>Your definition doesn't capture setting or situation-oriented narrativist play (eg HeroWars, 4e D&D, The Dying Earth, Prince Valiant). Nor does it capture even most character-oriented narrativist pay that I'm aware of (eg in Burning Wheel, as I've already pointed out upthread, a player can rewrite a Belief or Instinct at any time; in Torchbearer 2e a player can rewrite a Belief or Instinct at the start of the session).</p><p></p><p>Whereas Vincent Baker doesn't define where the moral line comes from: it can come from the character, or the situation, or the setting.</p><p></p><p>Your definition also leaves it quite possible that the revolving of play around the player-defined character aspect might not be player-authored. For instance, a Pendragon-type RPG where the player gets to set, at PC build, the ratings of their traits, would satisfy your definition. But that game would support simulationist play better than narrativist play (as per posts I've made upthread about Pendragon).</p><p></p><p>I've used D&D style modules for narrativist play, based around setting or situation.</p><p></p><p>Normally the module needs a bit of reworking, mostly to get rid of prescribed consequences or evolutions in situation that prevent the players from escalating conflict across the moral line established by the module.</p><p></p><p>Indefinitely many. "Narrativism" isn't a set of techniques. It's a type of pleasure to be found in RPGing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9694725, member: 42582"] Why not read [url=http://lumpley.com/hardcore.html]what has been said[/url] by one of the greatest designers of RPGs intended to support narrativist play? I quoted it upthread, but here it is again: [indent] If you're designing a Narrativist game, what you need are rules that create a) rising conflict b) across a moral line c) between fit characters d) according to the authorship of the players. Every new situation should be a step upward in that conflict, toward a climax and resolution. Your rules need to provoke the players, collaboratively, into escalating the conflict, until it can't escalate no more.[/indent] Your definition doesn't capture setting or situation-oriented narrativist play (eg HeroWars, 4e D&D, The Dying Earth, Prince Valiant). Nor does it capture even most character-oriented narrativist pay that I'm aware of (eg in Burning Wheel, as I've already pointed out upthread, a player can rewrite a Belief or Instinct at any time; in Torchbearer 2e a player can rewrite a Belief or Instinct at the start of the session). Whereas Vincent Baker doesn't define where the moral line comes from: it can come from the character, or the situation, or the setting. Your definition also leaves it quite possible that the revolving of play around the player-defined character aspect might not be player-authored. For instance, a Pendragon-type RPG where the player gets to set, at PC build, the ratings of their traits, would satisfy your definition. But that game would support simulationist play better than narrativist play (as per posts I've made upthread about Pendragon). I've used D&D style modules for narrativist play, based around setting or situation. Normally the module needs a bit of reworking, mostly to get rid of prescribed consequences or evolutions in situation that prevent the players from escalating conflict across the moral line established by the module. Indefinitely many. "Narrativism" isn't a set of techniques. It's a type of pleasure to be found in RPGing. [/QUOTE]
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