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The Battle of 5 Armies (er...editions)!
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<blockquote data-quote="wingsandsword" data-source="post: 4096027" data-attributes="member: 14159"><p>I was unaware that "The Forge" invented and defined the term "narrativist", I heard the term used and thought that the definition was self-evident, perhaps I missed a memo somewhere. I meant "narrativist" in the sense that D&D is about producing a narrative, a coherent story. D&D to me is much more about producing a shared experience of a DM and a handful of players where each character has their own story and they interweave with each other and the DM to create a coherent whole. That's not about player "empowerment", it's about internal consistency and how the game helps depict a game world and maintain verisimilitude for the players, hence why I was seeing it related to simulationism. 4e has pretty openly eschewed verisimilitude for ease of play.</p><p></p><p>Oversimplified 1-1-1 diagonal movement, and internal logic and consistency on monster abilities thrown out in the name of rules simplification (like fire creatures dying instantly from falling in lava), or NPC's having stats based on their level and role instead of the equipment they are carrying (so that a town guard has the same AC whether he's wearing full plate or studded leather, except studded leather armor doesn't exist anymore apparently), are all symptoms of that. If that's narrativism, I don't want any part of it.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 4096027, member: 14159"] I was unaware that "The Forge" invented and defined the term "narrativist", I heard the term used and thought that the definition was self-evident, perhaps I missed a memo somewhere. I meant "narrativist" in the sense that D&D is about producing a narrative, a coherent story. D&D to me is much more about producing a shared experience of a DM and a handful of players where each character has their own story and they interweave with each other and the DM to create a coherent whole. That's not about player "empowerment", it's about internal consistency and how the game helps depict a game world and maintain verisimilitude for the players, hence why I was seeing it related to simulationism. 4e has pretty openly eschewed verisimilitude for ease of play. Oversimplified 1-1-1 diagonal movement, and internal logic and consistency on monster abilities thrown out in the name of rules simplification (like fire creatures dying instantly from falling in lava), or NPC's having stats based on their level and role instead of the equipment they are carrying (so that a town guard has the same AC whether he's wearing full plate or studded leather, except studded leather armor doesn't exist anymore apparently), are all symptoms of that. If that's narrativism, I don't want any part of it. [/QUOTE]
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