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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8626532" data-attributes="member: 6696971"><p>Its not enough to qualify as a Story Now/Narrativist game to <em>not </em>have a pre-written adventure path. Notice above how I cited just how consequential player-authored quests (and item wishlists and Theme and Paragon Path and Epic Destiny) are in 4e. That is because this allows players to declare dramatic needs which in turn sites the premise of conflict for subsequent play. Players choose what their protagonism is about, not the GM. The GM's job is to then react to that by framing scenes laden with opposition to their evinced dramatic needs.</p><p></p><p>It is <strong>necessary but not sufficient </strong>to have open-ended situations where player input + principally/procedurally constrained antagonism/opposition by GM + system's say drives the action and dictates the outcome. If the GM is choosing the nature of the player's protagonism by creating a matrix of setting + situation (even if it yields a diverse menu), the nexus of which isn't player-evinced dramatic needs/premise, then its not Story Now play.</p><p></p><p>It may be some form of High Concept Sim Sandbox where the GM is pitching a premise/source of protagonism and the players play out and explore the experiential nature of that GM-sited, genre-emulating protagonism. But its not Story Now/Narrativism.</p><p></p><p>It may be a Process Sim Sandbox (specifically themed or theme-neutral or theme-whole-kitchen-sink) where the players tour and explore and defeat the setting and situation and challenge material the GM has conceived through guts, grit, and guile and internal causality based inferences. But its not Story Now/Narrativism.</p><p></p><p>In order for play to be Story Now/Narrativism, you need both:</p><p></p><p>* Open-ended situations where player input + principally/procedurally constrained antagonism/opposition by GM + system's say drives the action and dictates the outcome. <strong>This infuses play with the necessary "play to find out" quality.</strong></p><p></p><p>* Players choosing the nature of their protagonism and dictating to the GM the content that is to follow from that (not the inverse). Or, you might have something like My Life With Master where the players create their antagonism (building The Master) and, by-proxy, create their protagonism-by-opposition. <strong> This infuses play with the necessary "the nexus of play is player-evinced dramatic need/premise quality."</strong></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8626532, member: 6696971"] Its not enough to qualify as a Story Now/Narrativist game to [I]not [/I]have a pre-written adventure path. Notice above how I cited just how consequential player-authored quests (and item wishlists and Theme and Paragon Path and Epic Destiny) are in 4e. That is because this allows players to declare dramatic needs which in turn sites the premise of conflict for subsequent play. Players choose what their protagonism is about, not the GM. The GM's job is to then react to that by framing scenes laden with opposition to their evinced dramatic needs. It is [B]necessary but not sufficient [/B]to have open-ended situations where player input + principally/procedurally constrained antagonism/opposition by GM + system's say drives the action and dictates the outcome. If the GM is choosing the nature of the player's protagonism by creating a matrix of setting + situation (even if it yields a diverse menu), the nexus of which isn't player-evinced dramatic needs/premise, then its not Story Now play. It may be some form of High Concept Sim Sandbox where the GM is pitching a premise/source of protagonism and the players play out and explore the experiential nature of that GM-sited, genre-emulating protagonism. But its not Story Now/Narrativism. It may be a Process Sim Sandbox (specifically themed or theme-neutral or theme-whole-kitchen-sink) where the players tour and explore and defeat the setting and situation and challenge material the GM has conceived through guts, grit, and guile and internal causality based inferences. But its not Story Now/Narrativism. In order for play to be Story Now/Narrativism, you need both: * Open-ended situations where player input + principally/procedurally constrained antagonism/opposition by GM + system's say drives the action and dictates the outcome. [B]This infuses play with the necessary "play to find out" quality.[/B] * Players choosing the nature of their protagonism and dictating to the GM the content that is to follow from that (not the inverse). Or, you might have something like My Life With Master where the players create their antagonism (building The Master) and, by-proxy, create their protagonism-by-opposition. [B] This infuses play with the necessary "the nexus of play is player-evinced dramatic need/premise quality."[/B] [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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