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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8601978" data-attributes="member: 82106"><p>Right, so between us all we have pretty much come to an understanding, as I see it. There are already agreed-upon elements of fiction, which are presumably shared in consensus fashion and possibly in the form of cues. These, at least some of them, provide us with a fictional position, a frame in which participants can employ the game's process to extend the fiction. This process consists of assertions, which are then supported or not supported. Ultimately they are or are not accepted as new facts, which may alter the fictional position of the characters and thus feed into a new cycle of assertions. Things like character intent seem to me to relate more to AGENDA and PREMISE, and don't so much belong to the realm of fictional position. They may well become part of the fiction itself, though I would note they take on a character of more being 'narrative' than fact assertions (IE some sort of omniscient 'god view' or maybe 'first person' narrator would describe Harguld's intentions and mental state). I think a player might even plausibly deny that they are fictionally established after the fact (IE claim some alternative motive for a character action later on, who is to say which is true, given that they both lead to the same facts). </p><p></p><p>Anyway, bringing all that back to TB2 we can certainly see where it engages process at a good number of points to bolster or constrain what can be said about a character's nature and intentions. You can cut against that, or go with it, and either way it has some impact on play. If my character abandons his belief in favor of some other goal (my current character for example could cause harm to his elf community to save another PC) that's accounted for as a possibility, and I think there's even a potential reward of Personality points for that kind of thing. I might also have to rewrite my belief, so it engages with game premise in a mechanical way (changing some cues). I think that is really ultimately what pushes it into being Gamist vs purely Narrative in character, as a game. I think that's pretty uncontroversial though at this point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8601978, member: 82106"] Right, so between us all we have pretty much come to an understanding, as I see it. There are already agreed-upon elements of fiction, which are presumably shared in consensus fashion and possibly in the form of cues. These, at least some of them, provide us with a fictional position, a frame in which participants can employ the game's process to extend the fiction. This process consists of assertions, which are then supported or not supported. Ultimately they are or are not accepted as new facts, which may alter the fictional position of the characters and thus feed into a new cycle of assertions. Things like character intent seem to me to relate more to AGENDA and PREMISE, and don't so much belong to the realm of fictional position. They may well become part of the fiction itself, though I would note they take on a character of more being 'narrative' than fact assertions (IE some sort of omniscient 'god view' or maybe 'first person' narrator would describe Harguld's intentions and mental state). I think a player might even plausibly deny that they are fictionally established after the fact (IE claim some alternative motive for a character action later on, who is to say which is true, given that they both lead to the same facts). Anyway, bringing all that back to TB2 we can certainly see where it engages process at a good number of points to bolster or constrain what can be said about a character's nature and intentions. You can cut against that, or go with it, and either way it has some impact on play. If my character abandons his belief in favor of some other goal (my current character for example could cause harm to his elf community to save another PC) that's accounted for as a possibility, and I think there's even a potential reward of Personality points for that kind of thing. I might also have to rewrite my belief, so it engages with game premise in a mechanical way (changing some cues). I think that is really ultimately what pushes it into being Gamist vs purely Narrative in character, as a game. I think that's pretty uncontroversial though at this point. [/QUOTE]
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