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<blockquote data-quote="pemerton" data-source="post: 9491785" data-attributes="member: 42582"><p>Prince Valiant is arguably the first RPG that sets out to provide for "story now" play; it calls itself "Prince Valiant: The Storytelling Game"; and it has difficulties.</p><p></p><p>Maelstrom Storytelling is another comparatively early entrant in the field. It has difficulties, though they are set via a combination of "simulationist" and non-"simulationist" considerations.</p><p></p><p>HeroWars is one of the first "contemporary" rather than proto- narrativist/"story now" RPGs. It has difficulties. So does its successor HeroQuest, though in HQ Revised the system for assigning difficulties is not "simulationist".</p><p></p><p>Burning Wheel has difficulties. They are crucial to the play of the game.</p><p></p><p>In part because I don't know what counts as a "storygame" I'm not trying to do a head-count. But I don't think this claim about "most of them" is true of some of the paradigm "story now" RPGs.</p><p></p><p>Player-centric adventure is pretty important to "story now" play. It can be done in systems that are "vanilla", such as AD&D and Rolemaster. I know because I've done it.</p><p></p><p>Conflict between PCs, and/or PCs who are not a "party", has been part of my RPGing since the early 1990s, and reflecting on now it even earlier than that - it was an intermittent feature of my AD&D OA play. It becomes easier in systems that smoothly ramify the consequences of one PC's actions to another without that needing to be mediated via physical proximity.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9491785, member: 42582"] Prince Valiant is arguably the first RPG that sets out to provide for "story now" play; it calls itself "Prince Valiant: The Storytelling Game"; and it has difficulties. Maelstrom Storytelling is another comparatively early entrant in the field. It has difficulties, though they are set via a combination of "simulationist" and non-"simulationist" considerations. HeroWars is one of the first "contemporary" rather than proto- narrativist/"story now" RPGs. It has difficulties. So does its successor HeroQuest, though in HQ Revised the system for assigning difficulties is not "simulationist". Burning Wheel has difficulties. They are crucial to the play of the game. In part because I don't know what counts as a "storygame" I'm not trying to do a head-count. But I don't think this claim about "most of them" is true of some of the paradigm "story now" RPGs. Player-centric adventure is pretty important to "story now" play. It can be done in systems that are "vanilla", such as AD&D and Rolemaster. I know because I've done it. Conflict between PCs, and/or PCs who are not a "party", has been part of my RPGing since the early 1990s, and reflecting on now it even earlier than that - it was an intermittent feature of my AD&D OA play. It becomes easier in systems that smoothly ramify the consequences of one PC's actions to another without that needing to be mediated via physical proximity. [/QUOTE]
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