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<blockquote data-quote="Doug McCrae" data-source="post: 5581213" data-attributes="member: 21169"><p>This seems to be the major difference between your play style and the 'standard narrativistic model' in the article. If I read it right, then in that model the player, during char gen, specifically and clearly chooses the crux of the ensuing conflict. For example if a character has 'Love for son' as his story driver then the GM will write a scene in which that love is challenged, for example the son may commit a terrible crime.</p><p></p><p>In a typical D&D game it's not clear what a player is communicating by choosing the paladin class. Maybe he just likes the idea of being a knight in shining armour and is looking forward to jousting and damsel rescuing, rather than having to choose between his church and his faith, or whatever.</p><p></p><p>In another thread you talked about Pendragon being drifted towards narrativism and I see now how that could easily happen, by using Passions. A Passion can be anything, they are chosen by the player, such as Hate (Saxons) 15 or Love (Guinevere) 20 (they are always quantified). This is just like selecting Love (Son) above.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5581213, member: 21169"] This seems to be the major difference between your play style and the 'standard narrativistic model' in the article. If I read it right, then in that model the player, during char gen, specifically and clearly chooses the crux of the ensuing conflict. For example if a character has 'Love for son' as his story driver then the GM will write a scene in which that love is challenged, for example the son may commit a terrible crime. In a typical D&D game it's not clear what a player is communicating by choosing the paladin class. Maybe he just likes the idea of being a knight in shining armour and is looking forward to jousting and damsel rescuing, rather than having to choose between his church and his faith, or whatever. In another thread you talked about Pendragon being drifted towards narrativism and I see now how that could easily happen, by using Passions. A Passion can be anything, they are chosen by the player, such as Hate (Saxons) 15 or Love (Guinevere) 20 (they are always quantified). This is just like selecting Love (Son) above. [/QUOTE]
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