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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: 9504691" data-attributes="member: 7040941"><p>Typically what happens is people will use Events to pull on their personal narratives, and if not, they'll pull in the things that have been going on to contextualize their prompts. </p><p></p><p>For example, this Event: "They are coming...Run!"</p><p></p><p>Even though the player may technically be the ones essentially conjuring whatever into the gameworld through their interpretation, its usually something that already existed in some fashion. If the group has enemies, or is in hostile territory, or what have you, it doesn't feel unimmersive to be the one to invite an encounter with them as opposed to the Keeper imposing it through the gameworld. </p><p></p><p>While I'm still working on curating the prompts, the idea is to hit this same level with each one, where not only can they be clearly linked to relevant things in an adventure that, in all likelihood, already exist in the gameworld, but are also open ended enough to allow for interpretation to go anywhere. That same prompt can be utilized for an amusing run-in with an angry cloud of Bee's, for example, or could even be interpreted for romance, as one player of mine did, where they played out a flirty chase scene with their in-game partner. (Which is a great example of how Events can be used to <em>not</em> conjure things into the gameworld)</p><p></p><p>Plus, what also helps with this is that as part of the exploration/travel procedure, the Keeper is providing a lot of context to the area they're in, and this also helps players contextualize their prompts, so there's a lot of leeway in terms of how you want to approach it, and by design it doesn't matter if you're trying to go fullblown storyteller or trying to maintain full immersion, the system accepts and embraces your input, up to and including not engaging with it at all.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9504691, member: 7040941"] Typically what happens is people will use Events to pull on their personal narratives, and if not, they'll pull in the things that have been going on to contextualize their prompts. For example, this Event: "They are coming...Run!" Even though the player may technically be the ones essentially conjuring whatever into the gameworld through their interpretation, its usually something that already existed in some fashion. If the group has enemies, or is in hostile territory, or what have you, it doesn't feel unimmersive to be the one to invite an encounter with them as opposed to the Keeper imposing it through the gameworld. While I'm still working on curating the prompts, the idea is to hit this same level with each one, where not only can they be clearly linked to relevant things in an adventure that, in all likelihood, already exist in the gameworld, but are also open ended enough to allow for interpretation to go anywhere. That same prompt can be utilized for an amusing run-in with an angry cloud of Bee's, for example, or could even be interpreted for romance, as one player of mine did, where they played out a flirty chase scene with their in-game partner. (Which is a great example of how Events can be used to [I]not[/I] conjure things into the gameworld) Plus, what also helps with this is that as part of the exploration/travel procedure, the Keeper is providing a lot of context to the area they're in, and this also helps players contextualize their prompts, so there's a lot of leeway in terms of how you want to approach it, and by design it doesn't matter if you're trying to go fullblown storyteller or trying to maintain full immersion, the system accepts and embraces your input, up to and including not engaging with it at all. [/QUOTE]
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