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General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="marune" data-source="post: 4028034" data-attributes="member: 18243"><p>Where did you get the "character tells you how they feel about something" idea ?</p><p></p><p>I give the movies or fast-paced tv-series example because they usually skip much details between the important scenes which depict a conflict (that's called scene framing*).</p><p></p><p>exploration (with a minus e) in my previous post only means "that's what we will be doing in the game".</p><p></p><p>In Nar play, exploring the premise (the question) means that the GM will throw at the players conflicting situations where the players will have to give an answer.</p><p></p><p>That could be done as much in a monster-infested dungeon as in any complex political setting.</p><p></p><p>Let's elaborate the dungeon example.</p><p></p><p>In Gamist play, the encounters in the dungeon are opportunities for player to shine at overcoming challenges through tactics and guts decision, to take risks, etc.</p><p></p><p>In Sim play, the encounters are there to show at the players what it is to explore a dungeon, what kind of creatures you can meet there, what kind of dangers you can face there and how adventurers can survive them. (Other variations are possible).</p><p></p><p>In Nar play, the encounters are there to address the premise in a specific context. For example, the "end justify the means?" question can be asked when the adventurers capture an monstrous (but minimally intelligent) inhabitant of the dungeon, torturing him to save their asses from the other creatures or giving him a quick death ?</p><p></p><p>At this point, you could say that the torture thing can happen too in Sim play. The difference is that in Sim play, the answer is found in the <u>character's definition</u> and that in Nar play it is found in the <u>player's feelings</u>.</p><p></p><p></p><p>*scene framing can also be done in gam/sim play.</p></blockquote><p></p>
[QUOTE="marune, post: 4028034, member: 18243"] Where did you get the "character tells you how they feel about something" idea ? I give the movies or fast-paced tv-series example because they usually skip much details between the important scenes which depict a conflict (that's called scene framing*). exploration (with a minus e) in my previous post only means "that's what we will be doing in the game". In Nar play, exploring the premise (the question) means that the GM will throw at the players conflicting situations where the players will have to give an answer. That could be done as much in a monster-infested dungeon as in any complex political setting. Let's elaborate the dungeon example. In Gamist play, the encounters in the dungeon are opportunities for player to shine at overcoming challenges through tactics and guts decision, to take risks, etc. In Sim play, the encounters are there to show at the players what it is to explore a dungeon, what kind of creatures you can meet there, what kind of dangers you can face there and how adventurers can survive them. (Other variations are possible). In Nar play, the encounters are there to address the premise in a specific context. For example, the "end justify the means?" question can be asked when the adventurers capture an monstrous (but minimally intelligent) inhabitant of the dungeon, torturing him to save their asses from the other creatures or giving him a quick death ? At this point, you could say that the torture thing can happen too in Sim play. The difference is that in Sim play, the answer is found in the [U]character's definition[/U] and that in Nar play it is found in the [U]player's feelings[/U]. *scene framing can also be done in gam/sim play. [/QUOTE]
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