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 makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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: 9330340" data-attributes="member: 42582"><p>The GM's conception of the situation did not change one iota. The situation begins as <em>PCs must do XYZ in order to get <whatever it is that they are supposed to get> from the Mad Tyrant</em>> And the situation ends up as <em>PCs not having done XYZ are not getting what they want from the Mad Tyrant who, being a Mad Tyrant, is jailing and executing them</em>.</p><p></p><p>The GM decided what was at stake - namely, the PCs getting <whatever it is that they are supposed to get>. The GM decided the significance and implications of the NPC being a Mad Tyrant. The players' conception of the situation - that it is about the moral stakes of compromising with, versus opposing, a Mad Tyrant - gets no look in at all, to the extent that the GM, posting, describes that conception of the situation as "murder hoboism".</p><p></p><p>When I talk about play being a railroad, or play being driven by the GM, I am not supposing that the GM has the players bound and gagged, or that the GM just recites a monologue. I am talking about exactly this sort of thing: the GM frames the situation, decides what is at stake, and establishes the consequences of the players' declared actions entirely by reference to those decisions that they have already taken, so that what the players are doing in play is learning what the GM thinks the situation is about and what should follow from that.</p><p></p><p>I don't know if this is <em>exactly</em> what [USER=6925338]@soviet[/USER] had in mind in posting "ultimately in a trad game it's just colour", but I believe that it's at least in the neighbourhood. Likewise I think it's pretty close to being an example of what [USER=6785785]@hawkeyefan[/USER] has in mind in saying that "these choices yield different results as to the content of the fiction. But not to its nature."</p><p></p><p>I didn't use the phrase "change of direction". I am talking about <em>what is colour?</em> and <em>content vs nature of fiction</em>, building upon my understanding of hawkeyefan's and soviet's posts.</p><p></p><p>The content of the fiction changes - as, inevitably, it must, if people at the table are declaring actions and resolving them. But the GM's conception of the situation remains absolutely static. There is not even a thought turned to the sorts of possibilities that [USER=7044566]@thefutilist[/USER] mentions - guards refusing to obey the Mad Tryant's orders and joining in the uprising; locals freeing the trapped PCs from the stocks; the Mad Tyrant himself repenting; etc.</p><p></p><p>I'm pretty confident that this is what [USER=6785785]@hawkeyefan[/USER] had in mind in saying, upthread, that</p><p>It also illustrates how <em>one sort of approach</em> to GM prep is at odds with player-driven play: namely, when the GM's prep produces a completely static conception of <em>what is at stake</em> and of <em>what might happen next</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9330340, member: 42582"] The GM's conception of the situation did not change one iota. The situation begins as [I]PCs must do XYZ in order to get <whatever it is that they are supposed to get> from the Mad Tyrant[/I]> And the situation ends up as [I]PCs not having done XYZ are not getting what they want from the Mad Tyrant who, being a Mad Tyrant, is jailing and executing them[/I]. The GM decided what was at stake - namely, the PCs getting <whatever it is that they are supposed to get>. The GM decided the significance and implications of the NPC being a Mad Tyrant. The players' conception of the situation - that it is about the moral stakes of compromising with, versus opposing, a Mad Tyrant - gets no look in at all, to the extent that the GM, posting, describes that conception of the situation as "murder hoboism". When I talk about play being a railroad, or play being driven by the GM, I am not supposing that the GM has the players bound and gagged, or that the GM just recites a monologue. I am talking about exactly this sort of thing: the GM frames the situation, decides what is at stake, and establishes the consequences of the players' declared actions entirely by reference to those decisions that they have already taken, so that what the players are doing in play is learning what the GM thinks the situation is about and what should follow from that. I don't know if this is [I]exactly[/I] what [USER=6925338]@soviet[/USER] had in mind in posting "ultimately in a trad game it's just colour", but I believe that it's at least in the neighbourhood. Likewise I think it's pretty close to being an example of what [USER=6785785]@hawkeyefan[/USER] has in mind in saying that "these choices yield different results as to the content of the fiction. But not to its nature." I didn't use the phrase "change of direction". I am talking about [I]what is colour?[/I] and [I]content vs nature of fiction[/I], building upon my understanding of hawkeyefan's and soviet's posts. The content of the fiction changes - as, inevitably, it must, if people at the table are declaring actions and resolving them. But the GM's conception of the situation remains absolutely static. There is not even a thought turned to the sorts of possibilities that [USER=7044566]@thefutilist[/USER] mentions - guards refusing to obey the Mad Tryant's orders and joining in the uprising; locals freeing the trapped PCs from the stocks; the Mad Tyrant himself repenting; etc. I'm pretty confident that this is what [USER=6785785]@hawkeyefan[/USER] had in mind in saying, upthread, that It also illustrates how [I]one sort of approach[/I] to GM prep is at odds with player-driven play: namely, when the GM's prep produces a completely static conception of [I]what is at stake[/I] and of [I]what might happen next[/I]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
Top