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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9342232" data-attributes="member: 82106"><p>I'm not sure what that means. So, we're playing Stonetop now, and my character is 'The Fox', he's got moves like 'ambush', 'perceptive', and 'irresistible' (the rest of Stonetop's moves are pretty much just refinements of Dungeon World moves, or relate to the village itself). So, I don't know that there are mechanics, per-se, which are 'pushing' any particular narrative. That is, all RPGs will end up with some sort of transcript of play, which is, or includes, a narrative describing the events experienced by the PCs (and possibly a bit beyond that, Yorath the Fox's follower did some stuff on his own last session). Now, the whole process of play centers the construction of that narrative in Stonetop on NOW, the moment of play, and thus necessarily embeds the players deeply in its establishment. Since there's nobody except players deciding what the goals and aims of the characters are going to be, it is THEIR story to create. However, all the rules as such establish is that when certain things are narrated, certain rules are engaged, and those rules commonly call for the GM to describe threats, obstacles, complications, or setbacks. That WILL naturally tend to produce momentum in narrative terms, but it's the structure of the game rather than a certain specific mechanic which does this, contrary to what many people seem to think. </p><p></p><p>Now, you might consider some games like TB2 to be closer to 'mechanics for narrative' in some sense, but even there I think it isn't the most productive way to think about it. Yes, the game encourages you to have your character act in certain ways in order to acquire 'currency' of several types, but in general it is more about moving towards pivotal narrative moments vs doing some certain things. Like if I act in accordance with, or against my nature in TB2 both will produce personality points (IIRC, there's also a couple other types). It isn't doing X gives you a point, its 'Confronting your nature' that gives you that, and the same with instincts, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9342232, member: 82106"] I'm not sure what that means. So, we're playing Stonetop now, and my character is 'The Fox', he's got moves like 'ambush', 'perceptive', and 'irresistible' (the rest of Stonetop's moves are pretty much just refinements of Dungeon World moves, or relate to the village itself). So, I don't know that there are mechanics, per-se, which are 'pushing' any particular narrative. That is, all RPGs will end up with some sort of transcript of play, which is, or includes, a narrative describing the events experienced by the PCs (and possibly a bit beyond that, Yorath the Fox's follower did some stuff on his own last session). Now, the whole process of play centers the construction of that narrative in Stonetop on NOW, the moment of play, and thus necessarily embeds the players deeply in its establishment. Since there's nobody except players deciding what the goals and aims of the characters are going to be, it is THEIR story to create. However, all the rules as such establish is that when certain things are narrated, certain rules are engaged, and those rules commonly call for the GM to describe threats, obstacles, complications, or setbacks. That WILL naturally tend to produce momentum in narrative terms, but it's the structure of the game rather than a certain specific mechanic which does this, contrary to what many people seem to think. Now, you might consider some games like TB2 to be closer to 'mechanics for narrative' in some sense, but even there I think it isn't the most productive way to think about it. Yes, the game encourages you to have your character act in certain ways in order to acquire 'currency' of several types, but in general it is more about moving towards pivotal narrative moments vs doing some certain things. Like if I act in accordance with, or against my nature in TB2 both will produce personality points (IIRC, there's also a couple other types). It isn't doing X gives you a point, its 'Confronting your nature' that gives you that, and the same with instincts, etc. [/QUOTE]
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