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General Tabletop Discussion
*TTRPGs General
Synergies Between Game Styles: Simulationist - Gamist - Storytelling
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<blockquote data-quote="pemerton" data-source="post: 5608452" data-attributes="member: 42582"><p>This fits with my experience, although Edwards himself talks about G and N repelling one another "like the same-end poles of two magnets".</p><p></p><p>I think that part of what might lead him to say this is that he has understated the range of thematic/evaluative material that narrative play can address - like I said upthread, in practice he gets this right (eg wrt Dying Earth) but when expressly theorising he focuses too much on moral evaluation. Once the breadth of possible narrative agendas is recognised, and then is compared to the breadth of possible gamist agendas, which can include low competition between players (making the emotional stakes quite different from eg a game of chess) then the scope for at-the-table compatibility becomes clearer, I think.</p><p></p><p>I take chaochou's side on this. Yes, you can come up with an imagined situation that goes in the opposite direction to that which chaochou imagined. But I think the underlying point - that both G and N are comfortable with using a situation framed by the GM as a springboard for player-driven activity, rather than treating it as a constraint within which their PCs must be played - is right.</p><p></p><p>Your N variant above, in particular, looks a bit funny to me if the scene with the king really is the opening framing by the GM. What is going on that the other players are trying to railroad this player through the scene? (Of course, the more vanilla the system, the more the players might be confused about one another's thematic concerns - because these won't have been so clearly revealed as part of PC build and action resolution - and hence something like pickpocketing the king <em>might</em> come out of nowhere. How likely is that in practice, though?)</p><p></p><p>Agreed. I'd also add that in more-or-less mainstream systems character advancement mechanics are also one main vehicle for drifting to narrativism. Which is why I think RQ is the purest of the purist-for-system designs - so little scope for drifting either in PC build or action resolution mechanics! (Classic Traveller probably comes second, but it has choices in PC build and choices - like parrying - in some parts of action resolution.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5608452, member: 42582"] This fits with my experience, although Edwards himself talks about G and N repelling one another "like the same-end poles of two magnets". I think that part of what might lead him to say this is that he has understated the range of thematic/evaluative material that narrative play can address - like I said upthread, in practice he gets this right (eg wrt Dying Earth) but when expressly theorising he focuses too much on moral evaluation. Once the breadth of possible narrative agendas is recognised, and then is compared to the breadth of possible gamist agendas, which can include low competition between players (making the emotional stakes quite different from eg a game of chess) then the scope for at-the-table compatibility becomes clearer, I think. I take chaochou's side on this. Yes, you can come up with an imagined situation that goes in the opposite direction to that which chaochou imagined. But I think the underlying point - that both G and N are comfortable with using a situation framed by the GM as a springboard for player-driven activity, rather than treating it as a constraint within which their PCs must be played - is right. Your N variant above, in particular, looks a bit funny to me if the scene with the king really is the opening framing by the GM. What is going on that the other players are trying to railroad this player through the scene? (Of course, the more vanilla the system, the more the players might be confused about one another's thematic concerns - because these won't have been so clearly revealed as part of PC build and action resolution - and hence something like pickpocketing the king [I]might[/I] come out of nowhere. How likely is that in practice, though?) Agreed. I'd also add that in more-or-less mainstream systems character advancement mechanics are also one main vehicle for drifting to narrativism. Which is why I think RQ is the purest of the purist-for-system designs - so little scope for drifting either in PC build or action resolution mechanics! (Classic Traveller probably comes second, but it has choices in PC build and choices - like parrying - in some parts of action resolution.) [/QUOTE]
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