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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="pemerton" data-source="post: 9500826" data-attributes="member: 42582"><p>It's likely that there is more in heaven and earth than dreamed of in most philosophies, certainly than in mine.</p><p></p><p>Nevertheless, and despite that concession, sometimes it is helpful to talk about things using generalisations.</p><p></p><p>It is in my view beyond doubt that [USER=85870]@innerdude[/USER] is hoping to have a RPG experience that is different from the experience offered by picking up a copy of Gygax's AD&D rulebooks, dungeon module C2 Ghost Tower of Inverness, and pressing "play".</p><p></p><p>And I think it's also clear that he is looking for an experience that is different from that offered by picking up a copy of the 2nd ed AD&D rulebooks, the Planescape adventure module Dead Gods, and pressing play.</p><p></p><p>He has chosen a phrase to describe what he is looking for - "narrative-style gameplay". I don't know where he learned that phrase from, or why he chose. It's not a phrase I would normally start with, but from reading the OP it's fairly clear what he has in mind.</p><p></p><p>Maybe there's some ambiguity whether he's aspiring to something more "story now"-ish (that's a phrase whose meaning is clear to me, as there is an essay that coins the phrase and establishes its canonical meaning, by reference to a range of RPGs and approaches that I have sufficient familiarity with to work out what is meant by it), or something more "neo-trad/OC"-ish (a phrase whose meaning is reasonably clear to me, by having followed various online discussions about this popular style of play). But whichever he is aspiring to, it's fairly clear that <em>power-up-by-collecting-the-loot-and-gear</em> is not meant to be a big part of the game.</p><p></p><p>I don't see why we can't talk about that, without having to police the terminology being used.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9500826, member: 42582"] It's likely that there is more in heaven and earth than dreamed of in most philosophies, certainly than in mine. Nevertheless, and despite that concession, sometimes it is helpful to talk about things using generalisations. It is in my view beyond doubt that [USER=85870]@innerdude[/USER] is hoping to have a RPG experience that is different from the experience offered by picking up a copy of Gygax's AD&D rulebooks, dungeon module C2 Ghost Tower of Inverness, and pressing "play". And I think it's also clear that he is looking for an experience that is different from that offered by picking up a copy of the 2nd ed AD&D rulebooks, the Planescape adventure module Dead Gods, and pressing play. He has chosen a phrase to describe what he is looking for - "narrative-style gameplay". I don't know where he learned that phrase from, or why he chose. It's not a phrase I would normally start with, but from reading the OP it's fairly clear what he has in mind. Maybe there's some ambiguity whether he's aspiring to something more "story now"-ish (that's a phrase whose meaning is clear to me, as there is an essay that coins the phrase and establishes its canonical meaning, by reference to a range of RPGs and approaches that I have sufficient familiarity with to work out what is meant by it), or something more "neo-trad/OC"-ish (a phrase whose meaning is reasonably clear to me, by having followed various online discussions about this popular style of play). But whichever he is aspiring to, it's fairly clear that [I]power-up-by-collecting-the-loot-and-gear[/I] is not meant to be a big part of the game. I don't see why we can't talk about that, without having to police the terminology being used. [/QUOTE]
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