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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8631365" data-attributes="member: 82106"><p>PROCESS OF PLAY is very very important in Story Now narrative play. Otherwise how can we have both narrative coherence and principled adherence to protagonism? I mean, OF COURSE, you can play a game which doesn't support this and 'do it anyway', but you can just play 'make believe' without any rules and get that too. So, for an RPG to have any value to Narrativist players, it has to address their concerns. Sim concerns can be addressed without needing to reference game stuff at all, certainly in theory at least, because presumably the relevant 'stuff' is external to the game! If the game is about Edwardian Romance and the object is for the players to act out the roles of various English landed gentry in the early 1800's and their romances, then who needs rules? I mean, OK, they might be useful in terms of rating the hotness and/or whatever of various paramours, generating random events, or developing a character's background. All of that is subservient to exploring the game's premise though. You can just 'wing it', the system hardly matters at all.</p><p></p><p>Now, lets suppose we're in Narrativist territory. So now the game is going to focus on the internal life of the PCs, their conflicts, struggles, weaknesses, etc. Will John Radcliff marry the rich girl? Maybe he can convince his true love to become his mistress! Maybe he elopes with her, and ruins his family's fortunes! We can do lots of stuff with this, but we really want some sort of system that can account for these various tensions and PARTICULARLY a process of play which leads to their being brought out, and that reflects the consequences and costs, as well as rewards, of each outcome. Note how we aren't really playing just to emulate Edwardian Romance anymore, now we're generating narrative focused on character. Perhaps the jilted lover attempts to murder the PC! Will he survive? How will he react? Play to Find Out! (and without some system that regulates these outcomes in some way we just have collective storytelling, there's no RPG, so the system has to do that too).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8631365, member: 82106"] PROCESS OF PLAY is very very important in Story Now narrative play. Otherwise how can we have both narrative coherence and principled adherence to protagonism? I mean, OF COURSE, you can play a game which doesn't support this and 'do it anyway', but you can just play 'make believe' without any rules and get that too. So, for an RPG to have any value to Narrativist players, it has to address their concerns. Sim concerns can be addressed without needing to reference game stuff at all, certainly in theory at least, because presumably the relevant 'stuff' is external to the game! If the game is about Edwardian Romance and the object is for the players to act out the roles of various English landed gentry in the early 1800's and their romances, then who needs rules? I mean, OK, they might be useful in terms of rating the hotness and/or whatever of various paramours, generating random events, or developing a character's background. All of that is subservient to exploring the game's premise though. You can just 'wing it', the system hardly matters at all. Now, lets suppose we're in Narrativist territory. So now the game is going to focus on the internal life of the PCs, their conflicts, struggles, weaknesses, etc. Will John Radcliff marry the rich girl? Maybe he can convince his true love to become his mistress! Maybe he elopes with her, and ruins his family's fortunes! We can do lots of stuff with this, but we really want some sort of system that can account for these various tensions and PARTICULARLY a process of play which leads to their being brought out, and that reflects the consequences and costs, as well as rewards, of each outcome. Note how we aren't really playing just to emulate Edwardian Romance anymore, now we're generating narrative focused on character. Perhaps the jilted lover attempts to murder the PC! Will he survive? How will he react? Play to Find Out! (and without some system that regulates these outcomes in some way we just have collective storytelling, there's no RPG, so the system has to do that too). [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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