Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 6594188" data-attributes="member: 82106"><p>I think the classical answer would be that the PC is, in the fiction, influencing the guard to abandon his post. This is a 'Naturalistic' situation, there is in-game causal relationship between the action taken by the PC and the resulting outcome. Why is the player not allowed to influence whether they arrive in the nick of time? They ARE! However the 'Naturalist' agenda restricts player influence to things which are within the causal agency of the character, and NOTHING ELSE. The only allowed avenue of interaction with the game for the player is the character. If the character can't 'go faster' to arrive in time, then the player has no other agency. He can't petition the DM or expend some resource or assert some other rule of the game to achieve 'being there in the nick of time'. </p><p></p><p>Obviously rules systems cannot prevent players from TRYING, and this is one of the weaknesses of the DM-centricism inherent in the Naturalist agenda. The players can always threaten to go play in another game, buy the DM a pizza, argue eloquently, etc, all of which undermines the DM's agenda. One of the properties I perceive in Naturalism is that it is always going to be extremely difficult to say how exactly any given situation advances the agenda. The goal is very diffuse. Its claimed that the whole game will be 'better' in some sense because 'everything flows naturally', but nobody can actually pin down any specific point in the game and show concretely how that works. </p><p></p><p>Contrast this with gamism, I can pretty much say what will or will not make a more interesting or better game. I might be WRONG about that, and it may differ for different styles of player of course, but there are some pretty good guideposts, and making good highly-playable fun games has become rather a science over the past few decades. Heck, you can take a college course of study in it.</p><p></p><p>Likewise a narrativist agenda has some fairly solid guideposts as to what advances it. The idea is to make an exciting and engaging narrative. At any point in play you can utilize some, again somewhat subjective, criteria to say "yeah, this will be more interesting than that." </p><p></p><p>I think the end result is that the naturalist agenda simply hasn't been as much as recognized, let alone really designed towards. Certainly [MENTION=6775031]Saelorn[/MENTION] will tell you he knows how to further it, but I'm not sure to what extent even he really knows what works best. To me at least, it feels very murky and subject to failure.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6594188, member: 82106"] I think the classical answer would be that the PC is, in the fiction, influencing the guard to abandon his post. This is a 'Naturalistic' situation, there is in-game causal relationship between the action taken by the PC and the resulting outcome. Why is the player not allowed to influence whether they arrive in the nick of time? They ARE! However the 'Naturalist' agenda restricts player influence to things which are within the causal agency of the character, and NOTHING ELSE. The only allowed avenue of interaction with the game for the player is the character. If the character can't 'go faster' to arrive in time, then the player has no other agency. He can't petition the DM or expend some resource or assert some other rule of the game to achieve 'being there in the nick of time'. Obviously rules systems cannot prevent players from TRYING, and this is one of the weaknesses of the DM-centricism inherent in the Naturalist agenda. The players can always threaten to go play in another game, buy the DM a pizza, argue eloquently, etc, all of which undermines the DM's agenda. One of the properties I perceive in Naturalism is that it is always going to be extremely difficult to say how exactly any given situation advances the agenda. The goal is very diffuse. Its claimed that the whole game will be 'better' in some sense because 'everything flows naturally', but nobody can actually pin down any specific point in the game and show concretely how that works. Contrast this with gamism, I can pretty much say what will or will not make a more interesting or better game. I might be WRONG about that, and it may differ for different styles of player of course, but there are some pretty good guideposts, and making good highly-playable fun games has become rather a science over the past few decades. Heck, you can take a college course of study in it. Likewise a narrativist agenda has some fairly solid guideposts as to what advances it. The idea is to make an exciting and engaging narrative. At any point in play you can utilize some, again somewhat subjective, criteria to say "yeah, this will be more interesting than that." I think the end result is that the naturalist agenda simply hasn't been as much as recognized, let alone really designed towards. Certainly [MENTION=6775031]Saelorn[/MENTION] will tell you he knows how to further it, but I'm not sure to what extent even he really knows what works best. To me at least, it feels very murky and subject to failure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
Top