innerdude
Legend
So coming back to this thread after not having had time to fully engage (work stress will do that to you).
First thing, I know Emberashh has stated repeatedly that he doesn't believe that PbtA as a whole presents a viable gameplay loop for what it actually says on the box (create narrative/dramatic tension as a byproduct of play). Though oddly, I seem to recall he does like Ironsworn, which is my primary, #1 go-to PbtA-adjacent system (frankly probably my favorite system at the moment).
I know Emberashh has also previously stated that attempting to create narrative-style play in RPGs goes against what RPG rule structures generally provide, which is that playing an RPG will create a "story" but not a "narrative."
Semantically I separate the two in a specific way. In fictional terms, the "story" is just the set of in-fiction events cognitively associated as a chronological sequence--- i.e., "We did this, and then we did this, and then we did that, and finally we did this! Isn't that cool?"
Narrative, on the other hand, is the deeper, more resonant emotional overlay/progression/character arc that goes along with "the story." Narrative is driven by an evolution of the character's emotional state / beliefs / actualization within the fiction, and that evolution can be described and qualified by a reader / player / GM who interacts within the ongoing fictional states.
In Emberashh's argument, if I'm remembering correctly, attempting to initiate a narrative component during the actual play loop is impossible without resorting to some contentious/disagreeable gameplay structures, primarily railroading and general GM fiat if memory serves. That could be railroading/fiat via premise, via "taking control of characters away from the players," via scene framing, via NPC reaction/interaction, etc.
Per Emberashh, without those contentious gameplay elements, true character arc / emotionally driven / thematically driven elements are almost certainly not going to arise, other than retroactively as the players reflect later on the "story".
I have some more thoughts on how Ironsworn tries to bridge this divide, but I'll have to come back to it.
First thing, I know Emberashh has stated repeatedly that he doesn't believe that PbtA as a whole presents a viable gameplay loop for what it actually says on the box (create narrative/dramatic tension as a byproduct of play). Though oddly, I seem to recall he does like Ironsworn, which is my primary, #1 go-to PbtA-adjacent system (frankly probably my favorite system at the moment).
I know Emberashh has also previously stated that attempting to create narrative-style play in RPGs goes against what RPG rule structures generally provide, which is that playing an RPG will create a "story" but not a "narrative."
Semantically I separate the two in a specific way. In fictional terms, the "story" is just the set of in-fiction events cognitively associated as a chronological sequence--- i.e., "We did this, and then we did this, and then we did that, and finally we did this! Isn't that cool?"
Narrative, on the other hand, is the deeper, more resonant emotional overlay/progression/character arc that goes along with "the story." Narrative is driven by an evolution of the character's emotional state / beliefs / actualization within the fiction, and that evolution can be described and qualified by a reader / player / GM who interacts within the ongoing fictional states.
In Emberashh's argument, if I'm remembering correctly, attempting to initiate a narrative component during the actual play loop is impossible without resorting to some contentious/disagreeable gameplay structures, primarily railroading and general GM fiat if memory serves. That could be railroading/fiat via premise, via "taking control of characters away from the players," via scene framing, via NPC reaction/interaction, etc.
Per Emberashh, without those contentious gameplay elements, true character arc / emotionally driven / thematically driven elements are almost certainly not going to arise, other than retroactively as the players reflect later on the "story".
I have some more thoughts on how Ironsworn tries to bridge this divide, but I'll have to come back to it.
Last edited: