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General Tabletop Discussion
*Pathfinder & Starfinder
The Battle of 5 Armies (er...editions)!
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4096113" data-attributes="member: 5143"><p>The way I've seen narrativist explained most often is as a style of gaming that concentrates on the story aspects more than any other.</p><p></p><p>So, a narrativist would place emphasis on "The group of adventures headed to the Forgotten Temple of Tharizdun in search of the unholy artifact that they had been told rested there. They traveled across miles and miles of desert, braving sandstorms and heatstroke before they reached the entrance." The idea with this sort of game is that, the point of the game is to tell the story. The story isn't very much fun if it ends suddenly with the party dying of thirst in the middle of the desert due to bad rolling. None of the players or DM get to see what happens at the temple. So, since dying of thirst will not advance the story, it won't happen. It might be an interesting plot point to make the players worry about their water supply and maybe even give them a penalty to their attack rolls due to dehydration if they didn't bring enough water. But the point of the game is to continue the narrative, so outright death is not an option.</p><p></p><p>This is in contrast to simulationist thinking that says "I need a rule to figure out how much water is used each day of the journey as well as a rule for what the chance is that the party finds water along the way. If they run out of water, I need a rule that says exactly what the effect of dehydration is. If the PCs get too dehydrated, they should die because that is what would logically happen. If they all die then it means that the bad guys get to the unholy artifact first, use it to summon their god and destroy the whole world. No big deal, just start up a new campaign with new characters."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4096113, member: 5143"] The way I've seen narrativist explained most often is as a style of gaming that concentrates on the story aspects more than any other. So, a narrativist would place emphasis on "The group of adventures headed to the Forgotten Temple of Tharizdun in search of the unholy artifact that they had been told rested there. They traveled across miles and miles of desert, braving sandstorms and heatstroke before they reached the entrance." The idea with this sort of game is that, the point of the game is to tell the story. The story isn't very much fun if it ends suddenly with the party dying of thirst in the middle of the desert due to bad rolling. None of the players or DM get to see what happens at the temple. So, since dying of thirst will not advance the story, it won't happen. It might be an interesting plot point to make the players worry about their water supply and maybe even give them a penalty to their attack rolls due to dehydration if they didn't bring enough water. But the point of the game is to continue the narrative, so outright death is not an option. This is in contrast to simulationist thinking that says "I need a rule to figure out how much water is used each day of the journey as well as a rule for what the chance is that the party finds water along the way. If they run out of water, I need a rule that says exactly what the effect of dehydration is. If the PCs get too dehydrated, they should die because that is what would logically happen. If they all die then it means that the bad guys get to the unholy artifact first, use it to summon their god and destroy the whole world. No big deal, just start up a new campaign with new characters." [/QUOTE]
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The Battle of 5 Armies (er...editions)!
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