Lanefan said:I wonder if some people are roughly equating narrativist with plot-based railroading; that the outcome is pre-determined by the DM (or the players, for that matter) before the encounter/adventure/entire campaign even takes place.
You still can have nar play even if you start with a set outcome known by both the GM and the players (some poster pointed out a Sorcerer's supplement that does it).
All you need is a premise that is not already answered by this outcome.
Of course, that's not the same as "plot-base railroading".
I'll try an example, don't worry to destroy if needed :
Introduce the players to the Ravenloft setting in this way : You have been brought to the dark, mysterious, inescapable, dread land of Ravenloft through the mists. In less than a year, you will all have been either killed by a horde of zombies, gone insane, or worse turned into an undead yourself. How will you spend the time you have left ?
When a player decide that he as done what must be done to give his answer, he can narrates how it ended for his character.
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