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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9322640" data-attributes="member: 42582"><p>My post to which you replied was focused more on the issue of <em>authority</em> than of <em>constraint</em>.</p><p></p><p>In my view the attempt to state general principles of constraint <em>by reference to plausibility or credibility</em> is quite widely overrated. After all, nearly anything <em>may</em> follow from nearly anything else - some golfers do get struck by lightning, after all, and some people do fall down stairs to their deaths.</p><p></p><p>I think this is why Baker, in the AW rulebook, does not try and state the requirement of <em>following from the established fiction</em> in terms any more precise than that (he says that it needn't be the most likely thing, but must be a possible thing).</p><p></p><p>In the Ron Edwards video that I linked to upthread, Edwards gives an example of <em>bad</em> content introduction: he imagines a resolution system where a player gets to say that their PC succeeds but only if they also introduce an ominous fact from a list, and the player chooses "someone is watching in the shadows". Edwards makes two points: (i) <em>if there is no prior fiction that establishes who might be watching from the fiction, and why</em> then this is thematically/narratively meaningless; (ii) and if it is not clear who has <em>authority</em> to say more stuff about this shadowy figure, then game play has degenerated into mad-libs.</p><p></p><p>I think these issues are much more important than plausibility/credibility per se: I mean, it's always <em>plausible</em> that someone is watching from the shadows (provided, I guess, that there are some shadows about) - but why, as a player, should I care? That is, what makes this a matter of stakes or consequence? How is it going to be brought home?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9322640, member: 42582"] My post to which you replied was focused more on the issue of [I]authority[/I] than of [I]constraint[/I]. In my view the attempt to state general principles of constraint [I]by reference to plausibility or credibility[/I] is quite widely overrated. After all, nearly anything [I]may[/I] follow from nearly anything else - some golfers do get struck by lightning, after all, and some people do fall down stairs to their deaths. I think this is why Baker, in the AW rulebook, does not try and state the requirement of [I]following from the established fiction[/I] in terms any more precise than that (he says that it needn't be the most likely thing, but must be a possible thing). In the Ron Edwards video that I linked to upthread, Edwards gives an example of [I]bad[/I] content introduction: he imagines a resolution system where a player gets to say that their PC succeeds but only if they also introduce an ominous fact from a list, and the player chooses "someone is watching in the shadows". Edwards makes two points: (i) [I]if there is no prior fiction that establishes who might be watching from the fiction, and why[/I] then this is thematically/narratively meaningless; (ii) and if it is not clear who has [I]authority[/I] to say more stuff about this shadowy figure, then game play has degenerated into mad-libs. I think these issues are much more important than plausibility/credibility per se: I mean, it's always [I]plausible[/I] that someone is watching from the shadows (provided, I guess, that there are some shadows about) - but why, as a player, should I care? That is, what makes this a matter of stakes or consequence? How is it going to be brought home? [/QUOTE]
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