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What makes an TTRPG a "Narrative Game" (Apocalypse World Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9322589" data-attributes="member: 7040941"><p>Plot Now may be a more accurate term for what these folks are after. As I related in the other thread, games work best as a medium for story when they're about story making rather than story telling, because games inherently provide for story making. Even baseball.</p><p></p><p>Game 3 of the 1932 World Series didn't become Legendary when Babe Ruth called his shot in the 5th inning just because it was cool. The entire game of Baseball and how it was designed allowed for the emergent narrative that came when a nation of different baseball teams competed over a year of games, leading to Babe Ruth pointing that bat towards center field. Such a story doesn't come from people telling stories, but simply playing the game.</p><p></p><p>Now, these folks take issue with that because they read too much into how all of that makes their games sound bad, especially when I point out that they're all about story telling (and is clearly what they want), but even their style of games aren't incompatible with storymaking. I've never not praised Ironsworn and its descendent games for doing this well, and I'd throw Fellowship in there too.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9322589, member: 7040941"] Plot Now may be a more accurate term for what these folks are after. As I related in the other thread, games work best as a medium for story when they're about story making rather than story telling, because games inherently provide for story making. Even baseball. Game 3 of the 1932 World Series didn't become Legendary when Babe Ruth called his shot in the 5th inning just because it was cool. The entire game of Baseball and how it was designed allowed for the emergent narrative that came when a nation of different baseball teams competed over a year of games, leading to Babe Ruth pointing that bat towards center field. Such a story doesn't come from people telling stories, but simply playing the game. Now, these folks take issue with that because they read too much into how all of that makes their games sound bad, especially when I point out that they're all about story telling (and is clearly what they want), but even their style of games aren't incompatible with storymaking. I've never not praised Ironsworn and its descendent games for doing this well, and I'd throw Fellowship in there too. [/QUOTE]
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