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What Games do you think are Neotrad?
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<blockquote data-quote="pemerton" data-source="post: 9489708" data-attributes="member: 42582"><p>Well this is something I can understand, and very strongly disagree with.</p><p></p><p>Story now and neo-trad are completely different agendas of play. In the lexicon that "story now" is part of, neo-trad is (at least predominantly) a form of high concept simulationism. The players play to "be there" (primarily to be there in the story of their character). For elaboration of this point, see <a href="https://www.enworld.org/threads/what-games-do-you-think-are-neotrad.703558/post-9315142" target="_blank">post 68 upthread</a>.</p><p></p><p>When I say that I used AD&D to play a story now game, I'm using "story now" in that same sense; which is also the sense that Vincent Baker uses it in the AW acknowledgements when he says that the whole game follows from the essay "Narrativism: Story Now".</p><p></p><p>(Of course at the time I didn't have the vocabulary to describe what I was doing. I'm applying the label in retrospect.)</p><p></p><p>They weren't using the label. But the opening and closing of scenes was a thing that mattered: in classic dungeon play, doors are pivotal to this which is one reason why there are so many rules about doors.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9489708, member: 42582"] Well this is something I can understand, and very strongly disagree with. Story now and neo-trad are completely different agendas of play. In the lexicon that "story now" is part of, neo-trad is (at least predominantly) a form of high concept simulationism. The players play to "be there" (primarily to be there in the story of their character). For elaboration of this point, see [url=https://www.enworld.org/threads/what-games-do-you-think-are-neotrad.703558/post-9315142]post 68 upthread[/url]. When I say that I used AD&D to play a story now game, I'm using "story now" in that same sense; which is also the sense that Vincent Baker uses it in the AW acknowledgements when he says that the whole game follows from the essay "Narrativism: Story Now". (Of course at the time I didn't have the vocabulary to describe what I was doing. I'm applying the label in retrospect.) They weren't using the label. But the opening and closing of scenes was a thing that mattered: in classic dungeon play, doors are pivotal to this which is one reason why there are so many rules about doors. [/QUOTE]
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