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<blockquote data-quote="pawsplay" data-source="post: 4335931" data-attributes="member: 15538"><p>Okay, I'm going to set aside for now howandwhy99's definition of roleplaying and the discussion whether or not that is a traditional game. I feel it would be a useful workout for me try to formulate their game, and they can reality check my interpretation if they feel like it.</p><p></p><p>Basically, as I see it, in howandwhy99's ideal game, narrative resolution is the vastly superior method of resolution. Other forms may be preferable, depending on the situation, but the final judgment is whether a given action makes sense within a narrative standpoint, especially in terms of fidelity to the world and the rules of that imaginary universe. </p><p></p><p>Narration of the PCs actions is almost purely in the hands of the players, whereas narration of the world rests almost purely in the hands of the GM. Even mechanical resolutions can be suspended by the GM for narrative purposes. However, a part of that narration is reserved for the group as a whole. The group consensus is holds ultimate narrative control over whether PC actions are consistent with the world and whether the GM's narration is consistent with the world. The right to judge fidelity to the imagined world does not rest in any individual player. </p><p></p><p>The social rules of the group support this. The group meet as equals, and an expectation of participating in the group is faithfulness to the narrative, especially the coherency of the world and the logical consequences of events within that world. A very strong metagame goal, at least for howandwhy99, is embracing the "as if."</p><p></p><p>The default style assumes a very strong second-person viewpoint for the players ("you"). </p><p></p><p>In the decision-making mode, the movement across the envelope of experience is tightly controlled. That is, players inject as much creative power as possible into the creation of animated, life-like characters, and as little as possible of any extraneous metagame concerns. In turn, movement from game to reality is tightly controlled, with the players being allowed to accept only narrative, game-reality based inputs from the characters and as much as possible ignoring mechanical factors or out-of-game social factors. Even the GM is beholden to intepret information from the created world faithfully, selecting events that derive from the coherent settng and player choices, rather than their own agenda or blindly following game mechanics.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4335931, member: 15538"] Okay, I'm going to set aside for now howandwhy99's definition of roleplaying and the discussion whether or not that is a traditional game. I feel it would be a useful workout for me try to formulate their game, and they can reality check my interpretation if they feel like it. Basically, as I see it, in howandwhy99's ideal game, narrative resolution is the vastly superior method of resolution. Other forms may be preferable, depending on the situation, but the final judgment is whether a given action makes sense within a narrative standpoint, especially in terms of fidelity to the world and the rules of that imaginary universe. Narration of the PCs actions is almost purely in the hands of the players, whereas narration of the world rests almost purely in the hands of the GM. Even mechanical resolutions can be suspended by the GM for narrative purposes. However, a part of that narration is reserved for the group as a whole. The group consensus is holds ultimate narrative control over whether PC actions are consistent with the world and whether the GM's narration is consistent with the world. The right to judge fidelity to the imagined world does not rest in any individual player. The social rules of the group support this. The group meet as equals, and an expectation of participating in the group is faithfulness to the narrative, especially the coherency of the world and the logical consequences of events within that world. A very strong metagame goal, at least for howandwhy99, is embracing the "as if." The default style assumes a very strong second-person viewpoint for the players ("you"). In the decision-making mode, the movement across the envelope of experience is tightly controlled. That is, players inject as much creative power as possible into the creation of animated, life-like characters, and as little as possible of any extraneous metagame concerns. In turn, movement from game to reality is tightly controlled, with the players being allowed to accept only narrative, game-reality based inputs from the characters and as much as possible ignoring mechanical factors or out-of-game social factors. Even the GM is beholden to intepret information from the created world faithfully, selecting events that derive from the coherent settng and player choices, rather than their own agenda or blindly following game mechanics. [/QUOTE]
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