PrecociousApprentice said:
I am intrigued that you would use what has been reported to be a very hard core simulationist game for narrativist play. How do you accomplish protagonization of the PCs with what I have heard is a purist for system style game? It seems like giving ultimate power to the rules is by default deprotagonizing.
RM has a number of features that are interesting in this respect (and differentiate it from RQ or Classic Traveller).
*Rather than more-or-less random character generation and skill development (designed to model the ingame vicissitudes of life experience) RM has highly metagaming character build and development rules. This makes character build and development an important part of narrativist play using RM.
*Furthermore, RM characters are forced by the character development rules to have (compared to D&D) a very wide spread of character skills: lore skills, social skills, crafting skills etc in addition to core adventuring skills. This makes each RM PC far more expressive of particular player interests and priorities within the game than in some other RPGs.
*RM has a very intricate magic system with a very wide range of spells (both mechanically and in flavour terms). The typical caster at mid- or higher levels knows a fairly wide range of such spells. This gives players a lot of options in respect of how their PCs tackle ingame challenges.
*RM also has a combat system in which attack and parry are allocated from the same pool (unlike RQ - Traveller has something like this for melee combat, but that is less important in a sci-fi game). There are a lot of other options that draw on the same pool (movement in combat, initiative boosts, etc), all of which give players of warriors a lot of options in respect of how their PCs tackle ingame challenges.
*The above two features of RM, combined with the overall breadth of character abilities, mean that the RM rules give players a lot of scope to build characters and resolve situations in-game in a way that is highly responsive to their own priorities. They also mean that character build can solve at least some of the problems facing the use of simulationist action-resolution mechanics in narrativist play without needing sophisticated metagame action-resolution mechanics.
Now I'm by no means saying that RM is God's gift to narrativist gaming. And many of the features described do not start to emerge until around 5th level play, which makes low-levels in RM much more deprotagonising (though in my experience considerably less so than low-level AD&D or 3E).
But for those for whom character build itself serves a type of aesthetic narrativist purpose (and contrary to Ron Edwards, I do think that character build, when it is of characters who are actually being played in the game, is an aspect of play) it does offer something unique that our group enjoys a great deal.
The detail in action resolution is also attractive to players who want a narrative that is detailed but constrained. To try and explain: with FiTM, for example, a player can simply describe his or her PC's "Disruption" spell as causing nerve damage, or breaking bones, or whatever. The mechanics do not force the player to make a choice about the nature of the damage. This gives freedom, but it also (in a sense) allows the player to hide from the meaning of the act that their PC is engaged in using the spell.
In RM, by way of contrast, there is a mechanical difference between a spell that causes bruising, or causes bleeding, or causes nerve damage, or disintegrates the target's hands, or blasts the target with elemental energy. Even within the latter category, the crit table for fire is different from that for cold. Or turning to mind-control: the mechanics differentiate between taking control of a foe's mind directly, or placing a part of the foe's soul in an object on the caster's person and then using that soul object to exercise control.
The upshot of this is that the mechanics for spells and combat produce, inevitably, very graphic and detailed accounts of what is going on in the gameworld. And players, by choosing various sorts of character build and thus certain sorts of preferences for action resolution, are buying into one or the other way of their PC doing things. In anything but the most light-hearted play, this forces the player to think about the significance of their PC's actions. (I should add: at least in my experience, this also makes RM a much more gritty game than D&D.)
Of course you could do this in a system designed more expressly designed to support narrativist play. But a more abstract, FiTM system perhaps leaves more options open in circumstances where it can be important to be forced to choose.
PrecociousApprentice said:
Why not 4e? Seems like it should be very easy to accomplish a narrativist agenda with 4e than most non-nar games. Why are you wed so much to a heavy sim game?
Why wedded to sim-heavy? Habit. Aesthetic preferences - both pleasure in mechanics, and in the features of the system described above. My friends' preferences are also an important factor - I think that they prefer very vanilla narrativist to something more pervy, and are particularly perhaps a little self-conscious about too much metagaming during action resolution.
Having said that, I am quite interested to try 4e, but perhaps not with my RM group. One of my RM players plays in a D&D group with other friends of mine, so I might get to play with them. Or maybe my RM group will be interested in trying it out (in which case I'd be the GM).
I have, but have not run, most of the 3E Penumbra modules and I think that there is a fair bit of stuff in those that would be interesting for my group. I've been in the process of converting them to HARP - maybe I should try them in 4e instead!