Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7346406" data-attributes="member: 42582"><p>I agree that it can be hard to judge what's going on.</p><p></p><p>Sometimes I'm reminded of <a href="http://www.indie-rpgs.com/articles/15/" target="_blank">these</a> <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">comments</a> from Ron Edwards:</p><p></p><p style="margin-left: 20px"><u>[Heck]! I'm playing Narrativist </u></p> <p style="margin-left: 20px">In Simulationist play, morality cannot be imposed by the player or, except as the representative of the imagined world, by the GM. Theme is already part of the cosmos; it's not produced by metagame decisions. Morality, when it's involved, is "how it is" in the game-world, and even its shifts occur along defined, engine-driven parameters. The GM and players buy into this framework in order to play at all. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[W]hen you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim. Whereas enjoying the in-game system activity of a thematic issue is perfectly do-able in Sim, without that proactivity being necessary. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Many people mistake . . . techniques like Director stance, shared narration, etc, for Narrativism, although they are not defining elements for any GNS mode. Misunderstanding this key issue has led to many people falsely identifying themselves as playing Simulationist with a strong Character emphasis, when they were instead playing quite straightforward Narrativist without funky techniques.</p><p></p><p>and</p><p></p><p style="margin-left: 20px">Jesse: I'm just still a little confused between Narrativism and Simulationism where the Situation has a lot of ethical/moral problems embedded in it and the GM uses no Force techniques to produce a specific outcome. I don't understand how Premise-expressing elements can be included and players not be considered addressing a Premise when they can't resolve the Situation without doing so.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Me: There is no such Simulationism. You're confused between Narrativism and Narrativism, looking for a difference when there isn't any.</p><p></p><p>Like you, I was running player-driven games before I had an analytic vocabulary to describe what was going on. The lack of vocabulary didn't stop me doing it, although I think it sometimes meant I was confused about what techniques were having what effect in my games. To give a couple of concrete examples:</p><p></p><p style="margin-left: 20px">(1) I read a lot of GM advice books - RM ones, but others too (eg WSG) - which emphasised the importance of strong world-design (maps, pantheons, etc) as important to a good RPG experience. To the extent that I did some of this stuff, it didn't actually seem to pay off. When I ignored this stuff, and just focused on play, nothing bad happened and often good things happened. The basic geography tended to be public knowledge (eg I would lay out my maps of GH and not keep them secret), and the "secret" geography tended to be introduced as part of framing particular situations (an example I can think of is when I decided that the PCs, flying on a demon skiff through the Crystalmist Mountains, came across the Brass Stair from the RM Shadow World module "Sky Giants of the Brass Stair"). Having the tools to think more systematically about the function of backstory, framing etc in the game has helped me get better at this.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(2) RM has a lot of mechanics - <pause for laughter> - that make it almost impossible to draw an end to a scene: spell durations, spell point recovery, injury recovery, even quite a bit of magical healing that requires tracking the time spent concentrating on restoring (say) 1 concussion hit per round, etc, etc. Without an analytic vocabulary for thinking about scenes, framing, etc, while it was obvious to me that some of this stuff was a bit clunky, it wasn't obvious exactly where it was causing problems. (A little-remarked upon feature of 5e is that it has got rid of all those X minutes per level durations, and breaks them down into "1 fight", "1 exploration scene" and "until next rest" durations, just without telling anyone!)</p><p></p><p>So anyway, if we were doing it probably others were and are. On the other hand, it can be very hard to tell. Multiple posters in the past few days of this thread have said that the source of framing material is irrelevant - are they GMing in accordance with their professed principles, or are they misdescribing their own approach to play?</p><p></p><p>It also seems clear that a lot of non-combat stuff is being resolved through free roleplaying. But in the absence of any actual play examples, and concrete accounts of how GM pre-authored understandings of the situation factored in (like eg who is amenable to being bribed, and who isn't), it's almost impossible to tell what's going on. Which is where the issue of vocabulary comes in again: a recount of the fiction doesn't take us anywhere in terms of understanding how the game actually happened. But there are very few accounts in this thread of actual episodes of play that illustrate how a GM working from notes, together with the players expressing their agency, actually generated some episode of play by way of free roleplaying.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7346406, member: 42582"] I agree that it can be hard to judge what's going on. Sometimes I'm reminded of [url=http://www.indie-rpgs.com/articles/15/]these[/url] [url=http://www.indie-rpgs.com/_articles/narr_essay.html]comments[/url] from Ron Edwards: [indent][u][Heck]! I'm playing Narrativist [/U] In Simulationist play, morality cannot be imposed by the player or, except as the representative of the imagined world, by the GM. Theme is already part of the cosmos; it's not produced by metagame decisions. Morality, when it's involved, is "how it is" in the game-world, and even its shifts occur along defined, engine-driven parameters. The GM and players buy into this framework in order to play at all. . . . [W]hen you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim. Whereas enjoying the in-game system activity of a thematic issue is perfectly do-able in Sim, without that proactivity being necessary. . . . Many people mistake . . . techniques like Director stance, shared narration, etc, for Narrativism, although they are not defining elements for any GNS mode. Misunderstanding this key issue has led to many people falsely identifying themselves as playing Simulationist with a strong Character emphasis, when they were instead playing quite straightforward Narrativist without funky techniques.[/indent] and [indent]Jesse: I'm just still a little confused between Narrativism and Simulationism where the Situation has a lot of ethical/moral problems embedded in it and the GM uses no Force techniques to produce a specific outcome. I don't understand how Premise-expressing elements can be included and players not be considered addressing a Premise when they can't resolve the Situation without doing so. Me: There is no such Simulationism. You're confused between Narrativism and Narrativism, looking for a difference when there isn't any.[/indent] Like you, I was running player-driven games before I had an analytic vocabulary to describe what was going on. The lack of vocabulary didn't stop me doing it, although I think it sometimes meant I was confused about what techniques were having what effect in my games. To give a couple of concrete examples: [indent](1) I read a lot of GM advice books - RM ones, but others too (eg WSG) - which emphasised the importance of strong world-design (maps, pantheons, etc) as important to a good RPG experience. To the extent that I did some of this stuff, it didn't actually seem to pay off. When I ignored this stuff, and just focused on play, nothing bad happened and often good things happened. The basic geography tended to be public knowledge (eg I would lay out my maps of GH and not keep them secret), and the "secret" geography tended to be introduced as part of framing particular situations (an example I can think of is when I decided that the PCs, flying on a demon skiff through the Crystalmist Mountains, came across the Brass Stair from the RM Shadow World module "Sky Giants of the Brass Stair"). Having the tools to think more systematically about the function of backstory, framing etc in the game has helped me get better at this. (2) RM has a lot of mechanics - <pause for laughter> - that make it almost impossible to draw an end to a scene: spell durations, spell point recovery, injury recovery, even quite a bit of magical healing that requires tracking the time spent concentrating on restoring (say) 1 concussion hit per round, etc, etc. Without an analytic vocabulary for thinking about scenes, framing, etc, while it was obvious to me that some of this stuff was a bit clunky, it wasn't obvious exactly where it was causing problems. (A little-remarked upon feature of 5e is that it has got rid of all those X minutes per level durations, and breaks them down into "1 fight", "1 exploration scene" and "until next rest" durations, just without telling anyone!)[/indent] So anyway, if we were doing it probably others were and are. On the other hand, it can be very hard to tell. Multiple posters in the past few days of this thread have said that the source of framing material is irrelevant - are they GMing in accordance with their professed principles, or are they misdescribing their own approach to play? It also seems clear that a lot of non-combat stuff is being resolved through free roleplaying. But in the absence of any actual play examples, and concrete accounts of how GM pre-authored understandings of the situation factored in (like eg who is amenable to being bribed, and who isn't), it's almost impossible to tell what's going on. Which is where the issue of vocabulary comes in again: a recount of the fiction doesn't take us anywhere in terms of understanding how the game actually happened. But there are very few accounts in this thread of actual episodes of play that illustrate how a GM working from notes, together with the players expressing their agency, actually generated some episode of play by way of free roleplaying. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top