apoptosis said:I think the key is that the player invokes the character traits and not the GM so that it allows the player narrative control.
Yeah, the answer was in the question

apoptosis said:I think the key is that the player invokes the character traits and not the GM so that it allows the player narrative control.
I had in mind more the HERO system type mechanics, where a personality disadvantage gives bonus points but then dictates how the character is to be played. Another example (which I think you mentioned upthread) is the requirement that Paladins be LG and adhere to a Code - in 1st ed AD&D, especially, this is meant to act as a balancing mechanicism, and again it dictates how the character is to be played.skeptic said:Would you say that character traits from Burning Wheel are narravisit-destroying ?
I'd say no because their specific sanctioned (rewarded) usage.
(When you invoke them in a way to put you in trouble, you are rewarded by a metagame ressource)
pemerton said:Does any of that make sense?
pemerton said:Have a look at the edit to my post and see if that helps any.
Basically I agree with the first clause of your second sentence quoted above (though I don't think the 4e designers are entirely oblivious to narrativist concerns - W&M seems to me to have some awareness of this, and Chris Sims has almost expressly canvassed narrativist concerns on the Healing thread). But I'm more interested in what can be done with a game, than simply what the designers think can be done with it.
From memory, Ron Edwards in one of his essays notes that some designs that support gamism can also support narrativism, because both require that the players have a degree of control over the game that simulationism tends to preclude. Assuming my memory is correct, then I am agreeing with him. If my memory is faulty, then he should have said this!
I'll have another go, starting with the RM combat rules.apoptosis said:Still thinking it through.
I am having a hard time thinking that combat options are narrativist and not gamist even though they give the player more control.
The parrying/dodge choices in RM I really dont see as narrativist at all, more of a mixture of sim/gam.
Again, only in certain circumstances or contexts, but I suspect ones that will come up fairly often. As I understand it, Second Wind will be a swift action (ie a free action, but one which precludes taking another such action in the same turn), able to be taken only when bloodied, which restores (half?) one's hit points taken.apoptosis said:I am on board with the Second Wind mechanic aiding narrativism, if it allows you to raise the stakes of the conflict. I am not quite sure how Second Wind works though.
Well, most RPGs introduce a finite set of themes to be explored (eg The Dying Earth isn't really going to explore the same themes as HeroQuest, is it? It's far more whimsical).apoptosis said:Now the metaphor of combat is interesting but does seem to be in disagreement with maybe the earlier ideas that the themes should not be so concrete before the game begins (meaning that it is out of control of the players).
I agree with your first sentence, and have tried to explain how I think this is the case. As to the second sentence, I think in a game like D&D there isn't really a WHY to combat, anymore than there is a WHY to the X-Men getting into a punchup every issue. Combat is the default situation, if you like (I'm simplifying a little bit, because as my earlier post noted I think social challenges might be an important addition to 4e and its narrativist potential - in this case conflict is inevitable, but part of the WHY might be the choice of social challenge rather than combat challenge - but bear with me).apoptosis said:I think though that the choice of combat options should have some meaning to the character besides just winning the combat.
<snip upwards>
My feeling is that narrativist mechanics should be addressing WHY they are in the combat. Or should allow the player to determine what are the stakes of the combat (though that is also merging narrativism and conflict-resolution)
In terms of D&D, I see this as a really big step. Given that the sort of themes I think can be put into play in the game are themes like courage, loyalty, etc, alignment is completely fatal to narrativist play in respect of them, because it already answers all the interesting questions.apoptosis said:In this manner i feel that that the dropping of alignment is better at not being "narrative"-destroying.
I'm a bit of a kit skeptic, because in many cases they seemed to either give HERO/Paladin style personality limitations, and/or licence GM use of force against the character (or at least this was how I tended to experience them). I can see how they could be used to provide a built-in bang, though - do you know if many 2nd ed players/GMs used them in that way?apoptosis said:possibly some of the kits from 2E had some advantages in narrativism if you think that they choice of kits (the ones that were more about the characters history and background) impacted choice of future actions. But this last idea is mostly just armchar theorizing.
Which they can be, if what those options do is give the player the tools to offer different sorts of thematic answers to questions posed in combat. Not having seen the 4e power suites yet, I can't judge - but if at character build you get to choose between a power that only works when flanking (eg some sort of sneak attack variant), and a power that only works when you are in melee with a foe but no ally is likewise (eg a pointblank cone that would scorch your allies were they there), then character creation is empowering the player to make choices which will then be relevant to addressing such thematic questions as whether self-reliance (and perhaps, ultimately, selfishness) and heroism are consistent or at odds.apoptosis said:More options in character creation seem to be much more gamist or simulationist unless they are directed to some theme or goal of the character.
If none of the above helps, maybe it's just a bad theory. But I must confess, the more I try to explain it the more my belief in it is being reinforced, because it does gel with experiences I have had in my own gaming.apoptosis said:I am not giving up on your theory, but it is not coming together for me yet.
pemerton said:nice theory
I think you're partially right about the XP issue - but this is where the Quest rules may come in, as they do provide an alternative XP mechanic. I think it will be very interesting to see what is said in the DMG about who gets to determine what counts as a Quest (players, GM or both?). But Quests will still link to overcoming challenges, which leaves your main issue of the disconnect between rewards and thematic choices untouched:skeptic said:Even if I may begin to acknowledge some part of it, there is a fundamental issue here.
The reward loop won't support narrativist play : XP is given for overcoming challenges regardless of the "theme choices".
I don't know that you're fully right, because if (as the designers have suggested) all builds are equally viable then it may be that not using ranged powers won't necessarily inhibit one's ability to overcome the challenge (provided that you do effectively use the powers you do have - I never denied that my theory draws only a pretty thin line between narrativism and gamism).skeptic said:If the theme make you don't use ranged power because they are for cowards and you lose the challenge, you won't level up (and maybe die).
I think you're suggesting this as something consistent with my theory - assuming that is so, I'm in full agreement. In the sort of play I'm trying to describe highly metagamed character build is a big part of it. The new magic item rules also fit in here (magic items being a core part of D&D character build) as the end of the "Big 6" leaves much more room for players to use magic item choices as thematic statements.skeptic said:However, gaining levels = more power choices, so more possible answers in your "tell me how do you fight and I'll tell you who you are" theory. (Take that last one with a grain of salt).
Well, that's where the DM needs to tweak the reward loop, as you call it. If the challenge requires you to use ranged power but you choose instead to hold your theme and find another way around (stealth, withdrawal, diplomacy, whatever) then ExP should still be awarded for the challenge. Also, keep in mind that not every challenge is going to fit in with everyone's theme; sometimes your theme will take precedence, leading you to essentially sit that one out and lose out on some ExP - so be it, and it'll all balance out in the end.skeptic said:Even if I may begin to acknowledge some part of it, there is a fundamental issue here.
The reward loop won't support narrativist play : XP is given for overcoming challenges regardless of the "theme choices". If the theme make you don't use ranged power because they are for cowards and you lose the challenge, you won't level up (and maybe die).
However, gaining levels = more power choices, so more possible answers in your "tell me how do you fight and I'll tell you who you are" theory. (Take that last one with a grain of salt).
pemerton said:I think you're partially right about the XP issue - but this is where the Quest rules may come in, as they do provide an alternative XP mechanic. I think it will be very interesting to see what is said in the DMG about who gets to determine what counts as a Quest (players, GM or both?). But Quests will still link to overcoming challenges, which leaves your main issue of the disconnect between rewards and thematic choices untouched:
I don't know that you're fully right, because if (as the designers have suggested) all builds are equally viable then it may be that not using ranged powers won't necessarily inhibit one's ability to overcome the challenge (provided that you do effectively use the powers you do have - I never denied that my theory draws only a pretty thin line between narrativism and gamism).
pemerton said:I think you're suggesting this as something consistent with my theory - assuming that is so, I'm in full agreement. In the sort of play I'm trying to describe highly metagamed character build is a big part of it. The new magic item rules also fit in here (magic items being a core part of D&D character build) as the end of the "Big 6" leaves much more room for players to use magic item choices as thematic statements.
I should finish by adding - part of why I'm interested in my theory (besides intellectual vanity) is that where D&D goes, so goes the bulk of the RPG world (players, that is, not necessarily designers). If D&D finally offers the potential for narrativist play (either as written, or with easily undertaken drfit), I think this could have a big impact on the future of RPGing.
Lanefan said:Well, that's where the DM needs to tweak the reward loop, as you call it. If the challenge requires you to use ranged power but you choose instead to hold your theme and find another way around (stealth, withdrawal, diplomacy, whatever) then ExP should still be awarded for the challenge. Also, keep in mind that not every challenge is going to fit in with everyone's theme; sometimes your theme will take precedence, leading you to essentially sit that one out and lose out on some ExP - so be it, and it'll all balance out in the end.
Lanefan