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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="pemerton" data-source="post: 9841504" data-attributes="member: 42582"><p>Unless "the conversation" means simply <em>working within a shared fiction</em>, then I don't think I agree with this.</p><p></p><p>The last time I played classic-esque D&D, it was a session of White Plume Mountain, using my own AD&D variant for the PC building rules. This wasn't a game in which the setting was build through back-and-forth as you describe. There is a pre-authored setting/puzzle: the map and key. The players are trying to solve/beat it. A lot of the GM's narration is revealing bits of the map and key, as prompted by the players' action declarations about moving around and looking around.</p><p></p><p>I don't think the idea of recursively exploring, or building, the setting is very applicable in a lot of situation-oriented RPGing either, like Prince Valiant or Cthulhu Dark or Wuthering Heights.</p><p></p><p>I'm not sure what you've got in mind here. I mean, I don't talk about "narrative play" - it's a category that I see used, but am never really sure what it means (eg it seems intended to encompass both Fate and Burning Wheel, two RPGs that don't seem to me to have much in common beyond being RPGs).</p><p></p><p>Again, I'm not sure who your target is here.</p><p></p><p>The main theoretical discussion of RPGing that I'm familiar with is from Ron Edwards and Vincent Baker, and both are very attentive to questions of <em>who is supposed to say what</em>, <em>who is actually saying what</em>, and <em>what is the suite of processes, expectations, etc that are determining who is saying what</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9841504, member: 42582"] Unless "the conversation" means simply [I]working within a shared fiction[/I], then I don't think I agree with this. The last time I played classic-esque D&D, it was a session of White Plume Mountain, using my own AD&D variant for the PC building rules. This wasn't a game in which the setting was build through back-and-forth as you describe. There is a pre-authored setting/puzzle: the map and key. The players are trying to solve/beat it. A lot of the GM's narration is revealing bits of the map and key, as prompted by the players' action declarations about moving around and looking around. I don't think the idea of recursively exploring, or building, the setting is very applicable in a lot of situation-oriented RPGing either, like Prince Valiant or Cthulhu Dark or Wuthering Heights. I'm not sure what you've got in mind here. I mean, I don't talk about "narrative play" - it's a category that I see used, but am never really sure what it means (eg it seems intended to encompass both Fate and Burning Wheel, two RPGs that don't seem to me to have much in common beyond being RPGs). Again, I'm not sure who your target is here. The main theoretical discussion of RPGing that I'm familiar with is from Ron Edwards and Vincent Baker, and both are very attentive to questions of [I]who is supposed to say what[/I], [I]who is actually saying what[/I], and [I]what is the suite of processes, expectations, etc that are determining who is saying what[/I]. [/QUOTE]
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