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
*Pathfinder & Starfinder
The Death of Simulation
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="pemerton" data-source="post: 4017753" data-attributes="member: 42582"><p>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).</p><p></p><p></p><p>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.</p><p></p><p>Your first example is one of GM authorship - absent more information it looks like low-detail simulationism. What narrativist play cares about is that (if the passage of time matters) the players can affect it, or conversely if the passage of time is not under the players' control then it doesn't matter to the game. 4e does a bit of both: per-encounter powers mean that the GM's control over the passage of in-game time doesn't affect the PC's utility as vehicles for play; PoL as safehavens means that the players can allow time to pass in the gameworld without the GM interrupting this by suddenly triggering an encounter.</p><p></p><p>Your second is underdeveloped, but I don't see the difference between "scene" and "encounter". In 4e, at least, it seems that the encounter <em>is</em> the scene. I agree that simulationism would tend not to like this approach to the duration of powers.</p><p></p><p>Your third example seems backwards: in narrativist play I don't buy powers because they reflect what I've done. I buy them because of what they promise for future play. Thus, I would buy a Dark Side power because I want, in the immediate future, to roleplay out some thematic issue to which that choice will give rise in the course of the game. (Thus, narrativist play is inevitably and inherently metagaming.)</p><p></p><p>Choosing powers to reflect what has happened to my character in fact looks like a type of simulationist play that has to accomodate itself to a non-simulationist ruleset. This is very commonly seen in a certain type of D&D play (eg one frequently sees posts deriding the idea that a player whose PC is a Fighter could suddenly pick up Wizard as a class). In pure simulationist games like RQ or classic Traveller it doesn't come up, because players do not get to make these sorts of power choices (and thus can't be tempted to metagame).</p><p></p><p>Your fourth example is also a little odd. Most narrativist games will use different rules for PC build as NPC build, I think, simply because NPCs don't need rules associated with them that open the door to narrative control - the GM has other devices for exercising that control independent of the NPCs under his or her control. Access to APs (and also, in D&D, hit points, which are the default currency of protagonism) does support narrativist play, however - Chris Sims discusses this in the recent Healing thread.</p><p></p><p>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.</p><p></p><p>Afterall, if you wanted good stories the best mechanic would be something like: all of your group go to the bookshop and buy a copy of The Power and The Glory, then start reading at page 1. But that wouldn't be a game, narrativist or otherwise.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4017753, member: 42582"] 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). 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. Your first example is one of GM authorship - absent more information it looks like low-detail simulationism. What narrativist play cares about is that (if the passage of time matters) the players can affect it, or conversely if the passage of time is not under the players' control then it doesn't matter to the game. 4e does a bit of both: per-encounter powers mean that the GM's control over the passage of in-game time doesn't affect the PC's utility as vehicles for play; PoL as safehavens means that the players can allow time to pass in the gameworld without the GM interrupting this by suddenly triggering an encounter. Your second is underdeveloped, but I don't see the difference between "scene" and "encounter". In 4e, at least, it seems that the encounter [i]is[/i] the scene. I agree that simulationism would tend not to like this approach to the duration of powers. Your third example seems backwards: in narrativist play I don't buy powers because they reflect what I've done. I buy them because of what they promise for future play. Thus, I would buy a Dark Side power because I want, in the immediate future, to roleplay out some thematic issue to which that choice will give rise in the course of the game. (Thus, narrativist play is inevitably and inherently metagaming.) Choosing powers to reflect what has happened to my character in fact looks like a type of simulationist play that has to accomodate itself to a non-simulationist ruleset. This is very commonly seen in a certain type of D&D play (eg one frequently sees posts deriding the idea that a player whose PC is a Fighter could suddenly pick up Wizard as a class). In pure simulationist games like RQ or classic Traveller it doesn't come up, because players do not get to make these sorts of power choices (and thus can't be tempted to metagame). Your fourth example is also a little odd. Most narrativist games will use different rules for PC build as NPC build, I think, simply because NPCs don't need rules associated with them that open the door to narrative control - the GM has other devices for exercising that control independent of the NPCs under his or her control. Access to APs (and also, in D&D, hit points, which are the default currency of protagonism) does support narrativist play, however - Chris Sims discusses this in the recent Healing thread. 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. Afterall, if you wanted good stories the best mechanic would be something like: all of your group go to the bookshop and buy a copy of The Power and The Glory, then start reading at page 1. But that wouldn't be a game, narrativist or otherwise. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
Top