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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="Emberashh" data-source="post: 9504006" data-attributes="member: 7040941"><p>A lot of people haven't come to grips with their not actually liking RPGs, and it isn't helped by the fact that the entire hobby refuses to recognize they are all fundamentally improv games. Every. Single. One. From Braunstein to every 1 page pamphlet to every DND to every PBTA and so on. </p><p></p><p>If you're not comfortable with improv, there is no RPG that makes it better, because <em>then it wouldn't be an RPG</em>, and meanwhile the games that try just end up with blocking problems manifesting, which is how improv games breakdown, primarily through the plot railroads of traditional games or the thematic railroad of indie games, because they're deliberately designed to not integrate with improv properly, even though they cannot ever remove that aspect of the game. </p><p></p><p>Its not impossible to combine systems and improv, I've been exploring that in my own game's design, but it takes a lot more thought than just systematizing something, and especially so when its easily governed by improv directly. There's a reason social systems will often have people bouncing off of them unless they approach them purely mechanically; they're not designed to integrate with freeform improv but to replace it, and this is a form of blocking.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9504006, member: 7040941"] A lot of people haven't come to grips with their not actually liking RPGs, and it isn't helped by the fact that the entire hobby refuses to recognize they are all fundamentally improv games. Every. Single. One. From Braunstein to every 1 page pamphlet to every DND to every PBTA and so on. If you're not comfortable with improv, there is no RPG that makes it better, because [I]then it wouldn't be an RPG[/I], and meanwhile the games that try just end up with blocking problems manifesting, which is how improv games breakdown, primarily through the plot railroads of traditional games or the thematic railroad of indie games, because they're deliberately designed to not integrate with improv properly, even though they cannot ever remove that aspect of the game. Its not impossible to combine systems and improv, I've been exploring that in my own game's design, but it takes a lot more thought than just systematizing something, and especially so when its easily governed by improv directly. There's a reason social systems will often have people bouncing off of them unless they approach them purely mechanically; they're not designed to integrate with freeform improv but to replace it, and this is a form of blocking. [/QUOTE]
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