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<blockquote data-quote="Celebrim" data-source="post: 9762044" data-attributes="member: 4937"><p>I mean if I'm engaged in Trad Play it doesn't matter if I think the scene would get cooler if even more orcs showed up from the next room when the text says the next room is empty. Considerations about what would be "cool" or "exciting" don't come into play. In Trad Play you are trying to simulate a world based on its internal fiction. In narratives play, that's not true at all.</p><p></p><p></p><p></p><p>Guess the game:</p><p></p><p>"...don’t get too bogged down trying to maintain absolute consistency in the world or adhere to a draconian sense of realism. The game operates by the rules of drama and fiction; use that to your advantage. There should be very few moments in the game where the PCs are free of conflicts or problems to deal with, even if it’d be more “realistic” for them to get a long breather. When you’re trying to decide what happens, and the answer that makes the most sense is also kind of boring, go with something that’s</p><p> more exciting than sensible! You can always find a way later on to justify something that doesn’t make immediate sense."</p><p></p><p>" Rather than “modeling the world” or going for “realism,” try setting difficulties according to dramatic necessity—things should generally be more challenging when the stakes are high and less challenging when they aren’t."</p><p></p><p>"Story time is what we call the time as the characters perceive it, from the perspective of being “in the story”—the amount of time it takes for them to accomplish any of the stuff you and the players say that they do during play. Most of the time, you’ll do this as an afterthought,"</p><p></p><p>"you have to take care that you’re proposing complications of sufficient dramatic weight. Stay away from superficial consequences that don’t really affect the character except to provide color for the scene. If you can’t think of an immediate, tangible way</p><p> that the complication changes what’s going on in the game, you probably need to turn up the heat. If someone doesn’t go “oh crap” or give a similar visceral reaction, you probably need to turn up the heat."</p><p></p><p>If you guessed 1e AD&D or some OSR clone of it, then I don't know what to say to you. This is the opposite of old school approaches to play. This is actively anti-Gygaxian. So to suggest that this game and an OSR game have the same philosophy seems a bit strange to me.</p><p></p><p>And the game in question is one which I would consider on the low end of the narrativist spectrum with a reasonable amount of trad play influence.</p><p></p><p>[spoiler]Fate Core[/spoiler]</p><p></p><p></p><p></p><p>Conch passing as you call it will show up in some narrativist games. Which narrativist games are you familiar with?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9762044, member: 4937"] I mean if I'm engaged in Trad Play it doesn't matter if I think the scene would get cooler if even more orcs showed up from the next room when the text says the next room is empty. Considerations about what would be "cool" or "exciting" don't come into play. In Trad Play you are trying to simulate a world based on its internal fiction. In narratives play, that's not true at all. Guess the game: "...don’t get too bogged down trying to maintain absolute consistency in the world or adhere to a draconian sense of realism. The game operates by the rules of drama and fiction; use that to your advantage. There should be very few moments in the game where the PCs are free of conflicts or problems to deal with, even if it’d be more “realistic” for them to get a long breather. When you’re trying to decide what happens, and the answer that makes the most sense is also kind of boring, go with something that’s more exciting than sensible! You can always find a way later on to justify something that doesn’t make immediate sense." " Rather than “modeling the world” or going for “realism,” try setting difficulties according to dramatic necessity—things should generally be more challenging when the stakes are high and less challenging when they aren’t." "Story time is what we call the time as the characters perceive it, from the perspective of being “in the story”—the amount of time it takes for them to accomplish any of the stuff you and the players say that they do during play. Most of the time, you’ll do this as an afterthought," "you have to take care that you’re proposing complications of sufficient dramatic weight. Stay away from superficial consequences that don’t really affect the character except to provide color for the scene. If you can’t think of an immediate, tangible way that the complication changes what’s going on in the game, you probably need to turn up the heat. If someone doesn’t go “oh crap” or give a similar visceral reaction, you probably need to turn up the heat." If you guessed 1e AD&D or some OSR clone of it, then I don't know what to say to you. This is the opposite of old school approaches to play. This is actively anti-Gygaxian. So to suggest that this game and an OSR game have the same philosophy seems a bit strange to me. And the game in question is one which I would consider on the low end of the narrativist spectrum with a reasonable amount of trad play influence. [spoiler]Fate Core[/spoiler] Conch passing as you call it will show up in some narrativist games. Which narrativist games are you familiar with? [/QUOTE]
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