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RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9228242" data-attributes="member: 82106"><p>I would expect there to be a resolution of the situation here. In true Narrativist play there would probably be something at stake, at least in a bigger sense, some reason driving a PC to want to do this dangerous thing. </p><p></p><p></p><p>No, I mean, I cannot speak for others, but presumably there are motivations, they are just not what the mechanics speak to directly. If you dice for the resolution of a task, you aren't playing a game of motivations and intent, you are playing a game of task performance. Notice how D&D is classically structured, the motives of the characters are, at best, simply assumed to conform with the action. The PCs want treasure, so they adventure, end of story. Thus we are in a game of performance, do you get GP, or do you die? Much Narrativist play disposes of this indirection, the player tells the GM what their intent is, what they want to achieve by taking an action, as well as generally describing the action itself. </p><p></p><p>Now, you can certainly have games in which players do or even must, articulate goals at some level, and yet they only describe task performance. Much of the more open-ended Trad play has some of this character.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9228242, member: 82106"] I would expect there to be a resolution of the situation here. In true Narrativist play there would probably be something at stake, at least in a bigger sense, some reason driving a PC to want to do this dangerous thing. No, I mean, I cannot speak for others, but presumably there are motivations, they are just not what the mechanics speak to directly. If you dice for the resolution of a task, you aren't playing a game of motivations and intent, you are playing a game of task performance. Notice how D&D is classically structured, the motives of the characters are, at best, simply assumed to conform with the action. The PCs want treasure, so they adventure, end of story. Thus we are in a game of performance, do you get GP, or do you die? Much Narrativist play disposes of this indirection, the player tells the GM what their intent is, what they want to achieve by taking an action, as well as generally describing the action itself. Now, you can certainly have games in which players do or even must, articulate goals at some level, and yet they only describe task performance. Much of the more open-ended Trad play has some of this character. [/QUOTE]
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