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General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="pemerton" data-source="post: 4017771" data-attributes="member: 42582"><p>Without knowing more, this could equally be simulationist, or even gamist (depending on what your players find entertaining).</p><p></p><p>To link the idea of entertainment to the idea of narrativism, consider the reward mechanism for The Dying Earth RPG. Each player, at the start of a session, is given three taglines (witty and/or biting Vancisms, like "Before you speak, know that I am a powerful wizard!"). The player earns from 0 to 3 XPs every time his or her PC speaks one of those taglines in play - the amount being determined by the GM based on an estimate of the amount of cleverness and wit displayed (how funny and impressed the fellow players are is an important measure of this).</p><p></p><p>What this does is give each player an incentive to drive the game in a direction in which s/he will be able to have his or her PC speak those taglines to great mirthful and dramatic effect. The action-resolution mechanics of the game (effectively, opposed rolls with very sophisticated re-roll options) give the player a reasonable degree of control over whether or not to try to win a conflict, or to go with the flow of what the GM has set up - depending on what s/he thinks will optimise tagline delivery. The setting - a lightly-sketched PoL approach - allows the GM to follow his or her players' whims without having to call a halt because they've come to the edge of the detailed gameworld.</p><p></p><p>This is a fairly light-hearted example of a narrativist game. The mechanics empower the players to pursue a fun (if fairly low-brow) creative agenda. The GM sets the stage, but (due to the reroll mechanics) is not the sole determinant of how adversity is resolved, and is far from the sole judge of what counts as fun in the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4017771, member: 42582"] Without knowing more, this could equally be simulationist, or even gamist (depending on what your players find entertaining). To link the idea of entertainment to the idea of narrativism, consider the reward mechanism for The Dying Earth RPG. Each player, at the start of a session, is given three taglines (witty and/or biting Vancisms, like "Before you speak, know that I am a powerful wizard!"). The player earns from 0 to 3 XPs every time his or her PC speaks one of those taglines in play - the amount being determined by the GM based on an estimate of the amount of cleverness and wit displayed (how funny and impressed the fellow players are is an important measure of this). What this does is give each player an incentive to drive the game in a direction in which s/he will be able to have his or her PC speak those taglines to great mirthful and dramatic effect. The action-resolution mechanics of the game (effectively, opposed rolls with very sophisticated re-roll options) give the player a reasonable degree of control over whether or not to try to win a conflict, or to go with the flow of what the GM has set up - depending on what s/he thinks will optimise tagline delivery. The setting - a lightly-sketched PoL approach - allows the GM to follow his or her players' whims without having to call a halt because they've come to the edge of the detailed gameworld. This is a fairly light-hearted example of a narrativist game. The mechanics empower the players to pursue a fun (if fairly low-brow) creative agenda. The GM sets the stage, but (due to the reroll mechanics) is not the sole determinant of how adversity is resolved, and is far from the sole judge of what counts as fun in the game. [/QUOTE]
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