FrogReaver
The most respectful and polite poster ever
Isn't that already the core of Narrativist design or do you think people are missing something.
I am very confident they are
Isn't that already the core of Narrativist design or do you think people are missing something.
@innerdude, please pull me up if this post is heading off in too much of a tangent to the purpose of your thread.Players should then be focused on making big, bold moves that aggress the fiction and gamestate.
@innerdude, please pull me up if this post is heading off in too much of a tangent to the purpose of your thread.
But this idea of "big, bold moves" resonated with me, particularly in light of conversations (some recent, some less so) where other posters advocate making moves to learn more about the situation - and what that means, in practical terms, is making low-stakes action declarations whose upshot (if successful) will be that the GM reveals a bit more about the overall fictional context, and hence about what is really at stake in the situation the PCs find themselves in.
I'm not entirely averse to information-gathering. But in "narrativist" play, it shouldn't predominate. Rather, there should be "big, bold" moves where the players, via their PCs, try and change things or make things happen. Eg rather than trying to work out what Lareth's agenda is, the PCs try and persuade Lareth to do something for them. Or rather than trying to find out whether or not there is a Dwarven Hall nearby, the focus of the action is making it through the snowstorm and the mountains to the Dwarven Hall.
Basically, anti-turtling.
Cool!This is absolutely an appropriate thing to bring up
It's a good question. Maybe, when you (as GM) invite the players to make an action declaration, if they tend towards a "turtling" action, encourage them to try something bolder?how to explain that to the players? Talking about "big moves" in light of the mechanical moves, maybe? Discussion of how the whole purpose of narrative style is not to gate success behind the GM's conceptions, but to follow from the system's say?
Push the screen down, and show them that the campaign notebook is empty.Whereas in PbtA play, that information should be controlled by player position and activating (and winning) the appropriate move. If they fail the move, then sure, if you've set up the right hard move, then use it, but you're not gating the success (or the pain) behind an arbitrary wall of notes.
Now, how to explain that to the players? Talking about "big moves" in light of the mechanical moves, maybe? Discussion of how the whole purpose of narrative style is not to gate success behind the GM's conceptions, but to follow from the system's say?
At which point, of course, the players have to decide whether or not that's even the kind of game they want to play.Push the screen down, and show them that the campaign notebook is empty.
For players accustomed to trad, OSR, or even just CRPGs, they have to truly understand that there's nothing behind the screen other than you as the DM explaining what happens as the result of their actions. It's very hard to break away from the idea that the DM has some secret map or plot concept in their head, and that the player's goal is to figure it out.
Sure. Based on the OP, I'm assuming that the DM will have enough familiarity with the players to know if they'll be flexible enough to embrace what is, to them, a novel concept.At which point, of course, the players have to decide whether or not that's even the kind of game they want to play.
The OP was about trying to convince a player with a very trad background to enjoy narrative play in a system that clearly crosses the streams, and how to explain it to them. My comment seems relevant in that context.Sure. Based on the OP, I'm assuming that the DM will have enough familiarity with the players to know if they'll be flexible enough to embrace what is, to them, a novel concept.
Then the question becomes the best way to bridge the understanding gap, not whether the player will try.
If the player doesn't understand OR finds it to be against their preferences after they understand, well, hey, at least everyone tried their best!