Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

Campbell

Relaxed Intensity
In general, I think the best thing you can do is to clearly lay out the meta expectations for play that exist beyond setting concerns, what sort of character motivations are appropriate, and most importantly the sort of themes that should be reinforced through play.

Then they can evaluate if that the sort of game premise they are on board with or not. You can lead a horse to water, but you cannot make them drink.
 

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innerdude

Legend
DND was brought up as a comparison point by you to your players so I was trying to meet you where you are, I think the key takeaway might be more that your player deserves a little less of your contempt, with the notes about the rules merely serving as a reality check on whether your lessons on narrative gaming are copacetic with the game you're playing, which incentivize a different play loop than the one you're trying to explain.

You came across very strongly in your condemnation of the kind of play these rules encourage and your player is following up on, and it seems productive to examine that, that contempt and anger is very core to your thesis for the thread-- it practically defines your voice as OP!

But yeah you did say you'd go easier, so that's good, but I wanted to emphasize what we're discussing here.

I didn’t see anger in the OP but I did see contempt and frustration. The excerpt below epitomizes the contempt I think.

“I am flat-out DONE with gameplay that focuses on "How do I get my next bonus to stat and my next +2 sword and my next +2 AC bonus so I can be awesome?!" Go play BG3 or Skyrim, away from my table, if that's your thing.”

Thanks for bringing this up. I hope the player didn't feel I was treating him contemptibly. Something I need to be careful of.

In terms of attitude toward the "gamist treadmill" style of play, I don't know that I would say my attitude toward it goes so far as outright contempt. Up to a certain degree, I have no problem with it. It is, as mentioned, almost expected from RPGs as a core play loop. And I'd be lying if I said I'd never pored over the old BECMI / Rules Cyclopedia random treasure tables and dreamed about acquiring most of the magic items listed in it for a character.

I freaking love the original Baldur's Gate games (1 and 2). And I love gear stacking in those games. Cheesing the red dragon with that one cleric spell that reduces its HP to 1, just to get the Holy Avenger for your paladin in BG II? Yeah . . . totally done it. (I mean . . . come on, why wouldn't you?).

But there's a context, time, and place for that. And frankly, I simply no longer have the will to tolerate it in tabletop settings. Which is why I brought up CRPGs in the OP. That is absolutely the appropriate context for it. Good grief, I've spent 500+ hours playing Deep Rock Galactic on the PC, and a solid 20% of that time was spent actively forging weapon upgrades and messing with the character "fashion designer." So I get it. I know that motivation intimately.

But in the tabletop RPG space, I've come to the point that I now know there's a vast breadth of gameplay experiences that go beyond the gamist treadmill.

And I very much want to get to them.

I'll admit to feeling frustration and perhaps disappointment that it's still . . . quite so hard to productively discuss the alternative narrative-style perspectives. Which is why I posted the OP; I was hoping to see if there were other productive ways to describe and discuss the kinds of play I was looking for without turning the conversation into a torpid session of jargon-y navel gazing.

It felt like I had an opportunity to maybe bring the player and me into closer alignment on playstyle, goals, and expectations. I hope I didn't quash his sense of fun, was in no way my intent. But I do feel . . . hmm, cheated, maybe? Exasperated? when a game's focus turns to extreme gamist treadmilling.

Every ounce of time and energy I spend addressing the gamist treadmill creates a negative opportunity cost. Not only am I no longer getting to focus on the things I find compelling in RPG play, I'm having to expend time, energy, and mental cycles on something that actively pushes away from what I find compelling.

The more I think about it, this gets to the real crux of my negative reaction to it. It's not the thing; it's the opportunity cost of dealing with the thing.
 
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pemerton

Legend
I hope the player didn't feel I was treating him contemptibly. Something I need to be careful of.
I got no vibe of that sort from the OP.

In terms of attitude toward the "gamist treadmill" style of play, I don't know that I would say my attitude toward it goes so far as outright contempt.

<snip>

I've just come to the point in the TTRPG space where I know that there's a vast breadth of gameplay experiences that go beyond the gamist treadmill, and I very much want to get to them.

<snip>

Every ounce of time and energy I spend addressing the gamist treadmill creates an opportunity cost of NOT focusing on the things that I find more compelling in RPG play.
Unsolicited advice: if you can find a copy of Prince Valiant (Greg Stafford's RPG, in my view his masterpiece, from the late 80s - and republished maybe 8 or so years ago), grab it and run a session or two. (If you're finding the repbulished version, there's also some good stuff in the Episode Book - especially The Blue Cloak and The Crimson Bull.)

The PC build is so simple, and the rules so straightforward, that the investment from you and your crew will be minimal. But there is not a gamist bone in Prince Valiant's body. So you'll (i) find out straight away whether those you're playing with can handle it, and (ii) you'll spend no time or energy addressing the gamist treadmill.
 

dbm

Savage!
Supporter
It felt like I had an opportunity to maybe bring the player and me into closer alignment on playstyle, goals, and expectations. I hope I didn't quash his sense of fun, was in no way my intent. But I do feel . . . hmm, cheated, maybe? Exasperated? when a game's focus turns to extreme gamist treadmilling.

Every ounce of time and energy I spend addressing the gamist treadmill creates a negative opportunity cost. Not only am I no longer getting to focus on the things I find compelling in RPG play, I'm having to expend time, energy, and mental cycles on something that actively pushes away from what I find compelling.
I haven’t played the FFG Star Wars systems recently, but I do recall that gear was potentially still a thing in that system. And I think sci-fi particularly prone to this dilemma due to some things being extremely expensive and the assumption of a large economy. My players joke about it in the Lost Colony (Deadlands in space) game I am running at the moment: no need to go on adventures, just sell the ship and retire as millionaires.

If you are wanting to really shift gears then I would use a more different system which more strongly supports the style of gaming you want to run. Once your group have experienced that style of play and understand the positives (and negatives) it brings you will all be better equipped to focus on the more narrative aspects of other games if you choose to.

Personally I would run a very short campaign using something like Fate to really help them experience this aspect of RPGs. In Fate gear doesn’t necessarily have bonuses when you use it, so there is little to no incentive to focus on acquiring it. Fate’s aspects also mechanise genre tropes, so it will encourage your group to get their head round the concept and how they work.

Running a 2-3 session mini campaign will let them try this out a bit more deeply than just a 1-shot without requiring massive commitment.
 

payn

I don't believe in the no-win scenario
Thanks for bringing this up. I hope the player didn't feel I was treating him contemptibly. Something I need to be careful of.

In terms of attitude toward the "gamist treadmill" style of play, I don't know that I would say my attitude toward it goes so far as outright contempt. Up to a certain degree, I have no problem with it. It is, as mentioned, almost expected from RPGs as a core play loop. And I'd be lying if I said I'd never pored over the old BECMI / Rules Cyclopedia random treasure tables and dreamed about acquiring most of the magic items listed in it for a character.

I freaking love the original Baldur's Gate games (1 and 2). And I love gear stacking in those games. Cheesing the red dragon with that one cleric spell that reduces its HP to 1, just to get the Holy Avenger for your paladin in BG II? Yeah . . . totally done it. (I mean . . . come on, why wouldn't you?).

But there's a context, time, and place for that. And frankly, I simply no longer have the will to tolerate it in tabletop settings. Which is why I brought up CRPGs in the OP. That is absolutely the appropriate context for it. Good grief, I've spent 500+ hours playing Deep Rock Galactic on the PC, and a solid 20% of that time was spent actively forging weapon upgrades and messing with the character "fashion designer." So I get it. I know that motivation intimately.

But in the tabletop RPG space, I've come to the point that I now know there's a vast breadth of gameplay experiences that go beyond the gamist treadmill.

And I very much want to get to them.

I'll admit to feeling frustration and perhaps disappointment that it's still . . . quite so hard to productively discuss the alternative narrative-style perspectives. Which is why I posted the OP; I was hoping to see if there were other productive ways to describe and discuss the kinds of play I was looking for without turning the conversation into a torpid session of jargon-y navel gazing.

It felt like I had an opportunity to maybe bring the player and me into closer alignment on playstyle, goals, and expectations. I hope I didn't quash his sense of fun, was in no way my intent. But I do feel . . . hmm, cheated, maybe? Exasperated? when a game's focus turns to extreme gamist treadmilling.

Every ounce of time and energy I spend addressing the gamist treadmill creates a negative opportunity cost. Not only am I no longer getting to focus on the things I find compelling in RPG play, I'm having to expend time, energy, and mental cycles on something that actively pushes away from what I find compelling.

The more I think about it, this gets to the real crux of my negative reaction to it. It's not the thing; it's the opportunity cost of dealing with the thing.

🤜
 

It really depends upon who the player is. I've had very little trouble explaining the particular novel gist of a given game that was designed around Narrativism to new players or players who have played other games that feature Narrativism in the past.

So take Thousand Arrows. This would be how I would present it:

"Alright, so you know Warring States Japan where a weakened shogunate leads to provincial warlords vying for unification of Japan under their rule? Political turmoil, war, rebellions, riots, social upheaval of every sort. Have you ever seen any of Kurosawa's Throne of Blood and Seven Samurai? You've got the genre gist.

The game features specific characters (our PCs) and scenes that give expression to what beliefs and motivations drive them (their Drive), who they care about (their Attachments), and whether their bodies and minds can weather the storm (their Self) of this cruel and unforgiving theater. Characters will lose control of themselves and through that, players will temporarily lose control of their characters. Those same characters will change, sometimes subtly, but often dramatically. It is meant to be relentless as scenes are framed that threaten those Drives and Attachments, as players lean hard into those things and we all find out whether their alliances, poetry, inspiring speeches, emotional outbursts, stratagems, weapons, and squads/platoons of officers/troops see them through the death and despair or whether the character comes undone (perishing or retiring in obscurity or ignominy).

The game zooms around, in, and out at a pretty intense pace. One scene is a charge down the hill where two or more Sections of Samurai clash to the death. Maybe in the middle of that scene we zoom into the mind of one of the PCs embroiled in the deadly conflict as they reflect upon the speech to their warriors the day prior...or their marriage a decade before. Then we zoom back out and resolve the terrible fighting and we find out what one of the PCs will risk/do to save their friend (or what they won't risk/do). Then we cut to the end of the fighting with intimate scenes of ceremony, dedication, lives coming to an end. Then we cut to related political negotiations, ramifications of the outcome of the fight above, with another PC in a far-off place; what will they demand for increased power and status...what will they give up for peace or those they love?"




Then a brief show of the truly core moves of the game that generate the most work and folks have their heads around it.

However, there are longterm TTRPG players who (i) detest hard situation-framing, scene-zooming, cutting to various action, (ii) briefly losing control of their PCs, (iii) the systemic expectation of a GM relentlessly attacking what the player has signaled they care about through the build of their PC (Drives, Attachments, Affiliations), (iv) the expectation that the player will engage aggressively with those scenes rather than turtling, and (v) the inevitability of a character evolving beyond the scope/nature of their preconceptions.

NET: You really have to know who your audience is. The above pitch and the attendant game engine will excite the hell out of some people and will be a natural fit for them...a seamless move from pitch to play. Others who are more consternated than curious and excited by the above pitch and attendant game engine? I've found (in both conversation and actual play) that the uphill battle to try to make it worth the emotional and cognitive effort is vanishingly low on the "worth it" scale.
 





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