Aus_Snow
First Post
Done and done.Charwoman Gene said:But its done, if you want to protest, speak with your wallet and voices
Done and done.Charwoman Gene said:But its done, if you want to protest, speak with your wallet and voices
Our posts crossed in the aether - but I think yours captures the gist, of it being about facilitating group story-telling (and not just by the GM).apoptosis said:Your analysis..way better explanation thine mine
With respect, your examples do not capture what Ron Edwards and other Forge-ites mean by "narrativism", and don't capture what I, and (if I may speak for them) Apoptosis and Third Wizard are trying to get at with that term.ainatan said:[Storytelling/narrativism: The exact time of travel is irrelevant, none of the players care and the DM will decide the how much time is good for the story with a minimum of good sense.
<snip>
Narrativism: The power ends when the scene ends.
<snip>
Narrativism: I think tapping the dark side of the force is a nice choice for my character, based on his personality and recent story, so I'll buy the Power of the dark side talent. (SWSE style)
<snip>
Narrativism: Different types of characters may use the same rules to be created, but PCs are the protagonist and heroes so they'll have special benefits that will assure that status in the game, as extra HD, access to action points, more powerful classes. (SWSE style)
<snip>
Narrativism: It works this way because it's good for the narrative and creates a nice and memorable story.
pemerton said:Your last example also I would quibble with. Narrativist mechanics aren't designed to create memorable stories, they're designed to empower players to play a creative role in the game.
Without knowing more, this could equally be simulationist, or even gamist (depending on what your players find entertaining).ThirdWizard said:Interesting. By most of these definitions I fall mostly into a Narrativist mindset, as it seems Narrativist fits best with a DMing style that puts creating an entertaining game above all other factors.
ThirdWizard said:Simulationists want to know how the Pit Fiend survives in the Nine Hells, how they weave their intrigue, how they can set up their fortifications, and all that good stuff. Because it isn't in the description/stat block, by their play style, the stat block is a definition for the creature. I think this is yet another clash between the Simulationist approach and, in this case according to definitions in this thread, a Narritivist approach.
Agreed. I've been pushing that line since about the time we got our first glimpses of 4e mechanics.ThirdWizard said:Actually, I think a whole lot of these arguments could break down into this very topic itself.
I think so - at least, they are about focusing the game on things that matter to the player.apoptosis said:There might be (maybe there are) narrativist mechanics to aid the story, but most all of the ones I know generally are about enhancing the story by enhancing the characters role in the story (which involves giving the players the ability to enhance the characters role in the story)
I think maybe some of the mechanics for "story now" but that is really about focusing the game on things that matter to the character, so that probably is subsumed in what you said.
In D&D I think it will always be the case that it is via the PC that a player gets to affect the gameworld. Other RPGs might have mechanics that allow non-PC mediated control of the gameworld by non-GM players.apoptosis said:Because the story is about the characters, I think the entanglement of characters (as an extension of the player) ability to impact the narrative cannot be extracted from the narrative itself.
Agreed. "Story" tends to be used to describe a type of simulationist game in which traditional (dice-based) mechanics are frequently ignored or overruled by GM decision-making about the direction of the adventure (ie loosely-structure "drama" mechanics, to use the Forge's terminology). It is one of my least-favourite sorts of roleplaying, to which (IME) 2nd ed AD&D was especially prone.apoptosis said:This is probably why "story" and "character/players narrative control" tend to be used interchangeably when they probably shouldnt be.
pemerton said:I think so - at least, they are about focusing the game on things that matter to the player.
In D&D I think the character build mechanics play an important role in this respect. The player, by choosing powers, gets to choose how s/he interacts with the gameworld (3E had this to an extent with feats and PrC, but 4e seems to be ramping it up). Given the importance of mechanics to the D&D play experience, this is a non-trivial choice (and like in a superhero comic, different combat mechanics can be understood as having, or used to explore, different thematic notions).
.
Dude, high-five!LostSoul said:<snip example.
Just please don't mention the "sexy-time".Dude, high-five!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.