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*TTRPGs General
Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9500743" data-attributes="member: 6801252"><p>Medium Emulation I have noticed, is sort of interpreted as a value neutral way to make roleplaying games better but if anything, it sort of tries to recreate or reimpose the limitations of the mediums being emulated-- you can end up in a place where a fight is framed as uninteresting because it isn't interesting in a particular kind of media (perhaps because in most media, the heroes wouldn't lose, or couldn't lose to monsters they just find in a room) and its interpreted that the TTRPG should emulate those medium conceits, or that doing so is more narrative than not doing so. </p><p></p><p>Its something that I feel like produces games that are themselves fun and valid, but has produced a mental block on the narrative potential yielded by non-emulation of other medium, I think it's relevant to this thread in terms of the tension of how we see star wars as movie and it's concerns (which are a much a product of the constraints of runtime as artistic intent), as opposed to how it plays out as a grander universe, and what it means for a game to be "Narrative" a lot of the theory-work done on establishing a distinct Narrative play-style is interesting in what it leaves behind or what it prioritizes, conversations like the one OP had with their player produce a kind of shadow in terms of what narrative elements it doesn't care for. </p><p></p><p>Even the term "Narrative" as used here is flirtatiously dancing on a line between a specific sense of the word, and having that specific sense of the word take over it's basic definition, which I think is a more salient through-line than critiquing the use of jargon in and of itself. Is the game in other words, "narrative" or "Narrative" what does that distinction mean, and why is it being made, what parts of narrative are left on the table by the concept of Narrative.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9500743, member: 6801252"] Medium Emulation I have noticed, is sort of interpreted as a value neutral way to make roleplaying games better but if anything, it sort of tries to recreate or reimpose the limitations of the mediums being emulated-- you can end up in a place where a fight is framed as uninteresting because it isn't interesting in a particular kind of media (perhaps because in most media, the heroes wouldn't lose, or couldn't lose to monsters they just find in a room) and its interpreted that the TTRPG should emulate those medium conceits, or that doing so is more narrative than not doing so. Its something that I feel like produces games that are themselves fun and valid, but has produced a mental block on the narrative potential yielded by non-emulation of other medium, I think it's relevant to this thread in terms of the tension of how we see star wars as movie and it's concerns (which are a much a product of the constraints of runtime as artistic intent), as opposed to how it plays out as a grander universe, and what it means for a game to be "Narrative" a lot of the theory-work done on establishing a distinct Narrative play-style is interesting in what it leaves behind or what it prioritizes, conversations like the one OP had with their player produce a kind of shadow in terms of what narrative elements it doesn't care for. Even the term "Narrative" as used here is flirtatiously dancing on a line between a specific sense of the word, and having that specific sense of the word take over it's basic definition, which I think is a more salient through-line than critiquing the use of jargon in and of itself. Is the game in other words, "narrative" or "Narrative" what does that distinction mean, and why is it being made, what parts of narrative are left on the table by the concept of Narrative. [/QUOTE]
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