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General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9231960" data-attributes="member: 82106"><p>Well, I'm not prepared to comment much on what people's perspectives are on what they do and do not want in 'myth', but I think its more a case that you have an amount of pre-authored setting which suits your needs. If a game is intended to produce specific kinds of action and has a fairly limited milieu, like say Blades in the Dark, then it probably has some fairly specific setting material that fairly well constrains the overall shape of things. Dungeon World is a bit more general in terms of what it intends to take on fictionally, so it lacks much specification of setting at all, and what it does have is more just a toolbox. However, both games tend to approach their 'lore' as a catalyst for building scenes in play and putting things in context vs being a true 'map' which dictates where stuff is and how it all fits together (with BitD being more specific between the two). </p><p></p><p>Overall I don't think the amount of 'myth' is the primary way to differentiate Narrativist games. It has some relevance, but I think more substantive dimensions might include how they regulate the introduction of fiction, who has what authority, and the structure of play in general. So, DW has less 'myth' maybe, canonically that TB2, but the differences between them really revolve around other elements. I'm no expert on the taxonomy of Narrativist systems in a theory sense, but I expect someone is out there classifying them (I mean beyond what 'family' of rules they belong to).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9231960, member: 82106"] Well, I'm not prepared to comment much on what people's perspectives are on what they do and do not want in 'myth', but I think its more a case that you have an amount of pre-authored setting which suits your needs. If a game is intended to produce specific kinds of action and has a fairly limited milieu, like say Blades in the Dark, then it probably has some fairly specific setting material that fairly well constrains the overall shape of things. Dungeon World is a bit more general in terms of what it intends to take on fictionally, so it lacks much specification of setting at all, and what it does have is more just a toolbox. However, both games tend to approach their 'lore' as a catalyst for building scenes in play and putting things in context vs being a true 'map' which dictates where stuff is and how it all fits together (with BitD being more specific between the two). Overall I don't think the amount of 'myth' is the primary way to differentiate Narrativist games. It has some relevance, but I think more substantive dimensions might include how they regulate the introduction of fiction, who has what authority, and the structure of play in general. So, DW has less 'myth' maybe, canonically that TB2, but the differences between them really revolve around other elements. I'm no expert on the taxonomy of Narrativist systems in a theory sense, but I expect someone is out there classifying them (I mean beyond what 'family' of rules they belong to). [/QUOTE]
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