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RPGing and imagination: a fundamental point
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9235591" data-attributes="member: 82106"><p>Well, I'm still dubious about the whole taxonomy. I would say that NARRATIVIST oriented designs generally do this, as generally GM ownership of and generation of a plot or story is incompatible with a Narrativist agenda. As Edwards pointed out, this is also true of highly gamist designs, as there must be an objective form of play there. </p><p></p><p>In terms of what is described as 'neo-trad', sure, the idea is the enjoyment of a player-designated character story arc or at least overall 'character identity' which is not subject to being defined by the GM. However, there's not an inherent Narrativist agenda here, necessarily, and it could be that its entirely OK for the GM to map out the entire plot and story arcs, as long as it conforms with the player's conceptions as well. I'd say that in this regard a communications mechanism for signalling this stuff is the important requirement, whereas in Narrative play it has to be free of any preconception (at least to the point of contact with the specific game's premise). </p><p></p><p>Again, not saying there isn't potentially overlap in what people want, but I would classify most neo-trad as some type of 'S-type' play in GNS terms. It isn't about the story, it is about the form of the game in some fashion.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9235591, member: 82106"] Well, I'm still dubious about the whole taxonomy. I would say that NARRATIVIST oriented designs generally do this, as generally GM ownership of and generation of a plot or story is incompatible with a Narrativist agenda. As Edwards pointed out, this is also true of highly gamist designs, as there must be an objective form of play there. In terms of what is described as 'neo-trad', sure, the idea is the enjoyment of a player-designated character story arc or at least overall 'character identity' which is not subject to being defined by the GM. However, there's not an inherent Narrativist agenda here, necessarily, and it could be that its entirely OK for the GM to map out the entire plot and story arcs, as long as it conforms with the player's conceptions as well. I'd say that in this regard a communications mechanism for signalling this stuff is the important requirement, whereas in Narrative play it has to be free of any preconception (at least to the point of contact with the specific game's premise). Again, not saying there isn't potentially overlap in what people want, but I would classify most neo-trad as some type of 'S-type' play in GNS terms. It isn't about the story, it is about the form of the game in some fashion. [/QUOTE]
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