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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9694879" data-attributes="member: 82106"><p>Well, this is not really sufficient. Narrativist play is play that is focused on a premise. That premise has, or begets situations with, moral weight. The characters are fit to address this, have passion (it matters to them), something opposes them, and nobody has predecided the direction events will take (at least in regards to the playing out of the conflicts inherent in the premise).</p><p></p><p>Some kind of definitions or structure around the stance of the PCs is typical, but it is key in this type of play that it does not define the character. That is, the forces unleashed in play will work to do that, not what is written on the sheet at start.</p><p></p><p>This kind of play is typically focused on exploration and achievement of goals set out at the start, with a fixed milieu designed around presenting a predesigned set of situations to the players. As you say, character is essentially color.</p><p></p><p>I would just say that GMs are unlikely to be more constrained, given we assume each type of play is actually successful. Sure, some ultra Viking Hat GMs might feel different, but those games generally fail.</p><p></p><p>There's a vast literature on this topic, though I wouldn't expect it to interest you.</p><p></p><p>First, the idea that games (tables, groups playing together) follow a specific agenda, ala 20 years ago Forge GNS is long dead. The question needs to be "can Narrativist play arise within this kind of approach?"</p><p></p><p>I think this one is probably not too hard to answer, but what is the point? Play doesn't function in a Narrativist fashion! Again, there's plenty of literature on this subject.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9694879, member: 82106"] Well, this is not really sufficient. Narrativist play is play that is focused on a premise. That premise has, or begets situations with, moral weight. The characters are fit to address this, have passion (it matters to them), something opposes them, and nobody has predecided the direction events will take (at least in regards to the playing out of the conflicts inherent in the premise). Some kind of definitions or structure around the stance of the PCs is typical, but it is key in this type of play that it does not define the character. That is, the forces unleashed in play will work to do that, not what is written on the sheet at start. This kind of play is typically focused on exploration and achievement of goals set out at the start, with a fixed milieu designed around presenting a predesigned set of situations to the players. As you say, character is essentially color. I would just say that GMs are unlikely to be more constrained, given we assume each type of play is actually successful. Sure, some ultra Viking Hat GMs might feel different, but those games generally fail. There's a vast literature on this topic, though I wouldn't expect it to interest you. First, the idea that games (tables, groups playing together) follow a specific agenda, ala 20 years ago Forge GNS is long dead. The question needs to be "can Narrativist play arise within this kind of approach?" I think this one is probably not too hard to answer, but what is the point? Play doesn't function in a Narrativist fashion! Again, there's plenty of literature on this subject. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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