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<blockquote data-quote="AbdulAlhazred" data-source="post: 6596850" data-attributes="member: 82106"><p>Again, I don't find your definitions to be in keeping with commonly understood meanings. 'story' and 'narrative' are IMHO synonymous. If the character's go down a dead end nothing happens, they might as well not have been given a dead end to go down at all, they just turn around and go back the other way. Its 'color' at best, there's no 'story' there that is worth even talking about, it has no real plot, there's no dramatic need being filled, no character progression, nothing. The DM can JUST AS WELL say "you wander around for a while in an almost maze-like area with several dead ends, searching produces no evidence of any other passages or other features, after an hour you arrive back at your starting point, the right hand way beckons..."</p><p></p><p>And note, there's no separate 'narrative causality' here. Its exactly the same as any other technique, except the DM is taking into account the narrative place of things, so that the story attains some pacing and stays close to a plotline of some sort. Now, perhaps the DM might, in 'Pemertonian' style decide that the dwarf is really interested in stonework and loves tricks and traps, so the maze actually has some false shifting walls and sloping passages. Unbeknownst to the party (or maybe not if they detect it) they end up on a lower level at a junction that LOOKS exactly like the one they passed before, but isn't... Pemerton might arrange this at the time the characters arrived at the original junction simply because he knew that what was already to the right wasn't something they would be too interested in. THAT you might call 'narrative causality' if you wish, though in the actual narrative the 'cause' will be the sloping passages and shifting walls.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6596850, member: 82106"] Again, I don't find your definitions to be in keeping with commonly understood meanings. 'story' and 'narrative' are IMHO synonymous. If the character's go down a dead end nothing happens, they might as well not have been given a dead end to go down at all, they just turn around and go back the other way. Its 'color' at best, there's no 'story' there that is worth even talking about, it has no real plot, there's no dramatic need being filled, no character progression, nothing. The DM can JUST AS WELL say "you wander around for a while in an almost maze-like area with several dead ends, searching produces no evidence of any other passages or other features, after an hour you arrive back at your starting point, the right hand way beckons..." And note, there's no separate 'narrative causality' here. Its exactly the same as any other technique, except the DM is taking into account the narrative place of things, so that the story attains some pacing and stays close to a plotline of some sort. Now, perhaps the DM might, in 'Pemertonian' style decide that the dwarf is really interested in stonework and loves tricks and traps, so the maze actually has some false shifting walls and sloping passages. Unbeknownst to the party (or maybe not if they detect it) they end up on a lower level at a junction that LOOKS exactly like the one they passed before, but isn't... Pemerton might arrange this at the time the characters arrived at the original junction simply because he knew that what was already to the right wasn't something they would be too interested in. THAT you might call 'narrative causality' if you wish, though in the actual narrative the 'cause' will be the sloping passages and shifting walls. [/QUOTE]
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