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="innerdude" data-source="post: 9332814" data-attributes="member: 85870"><p>Very much this. But man oh man, was I extrapolating to keep the "living world" alive and running. I was a darn good extrapolator. I could extrapolate upon extrapolated extrapolations, then extrapolate some more on the extrapolated extrapolated extrapolations.</p><p></p><p>And for a long while -- well over a year -- everything just sort of hummed along in my homebrew <em>Savage Worlds</em> fantasy campaign setting, people were having fun, I was having fun, the world felt "alive" and "vigorous" and "full of mystery and enchantment."</p><p></p><p>And then somewhere around month 14 or 15, it changed. The extrapolations were no longer maintaining full fidelity to previous events, because, how could they? Unless I was willing to record in odious detail every possible thing that transpired during play, of course gaps in the details would appear. Suddenly an NPC may have been in one place instead of another, because "Otherwise, how did he/she manage to steer events in a city 400 miles away?" I had to suddenly invent new NPCs retroactively, because there's no way the main "baddie" could be orchestrating absolutely everything.</p><p></p><p>And then the question began to arise, "How is this all going to end? What's the real end-game?"</p><p></p><p>Do we just keep running this forever with different villains and quests? Is there supposed to be "an ending to the story," or is that something I'm not supposed to impose? How do I keep events moving forward as if they are a "living world," but now I'm facing immense pressure to bring about a "satisfying conclusion" to the PCs efforts, to move toward a "story ending." And because of that, I was then flooded with all these ideas of how things could/would/should end, but if I implemented any of them or enforced any of them as "hidden backstory," would it have changed player perceptions of the outcome and campaign as a whole?</p><p></p><p>And then the cognitive dissonance started setting in---this isn't a "living world." It's a mish-mash of stuff I made up 2-5 years ago, extrapolated stuff I made up based on what we did during play, stuff I'm making up now out of whole cloth (with additional extrapolated made up stuff), and stuff that I may or may not be making up in play tomorrow when we get together again.</p><p></p><p></p><p></p><p></p><p></p><p>Very true, and I really appreciate what <em>Ironsworn</em> and <em>Starforged</em> have unlocked for me as a GM. So much more freedom to play and GM in a different way.</p><p></p><p>But I'm also very much encouraged by some things I read recently from Eero Tuovinen, which is that it's okay to embrace the GM role as "Story Hour" provider for trad play, as long as you as GM are doing the work to create a "story" structure worth playing through.</p><p></p><p>[URL unfurl="true"]https://www.arkenstonepublishing.net/isabout/2020/05/14/observations-on-gns-simulationism/[/URL]</p><p></p><p>If it's agreed upon with you and your players that you're largely going to be playing through elements of a "structured story" together---and what else is module and/or adventure path play than this?---that you and your players are along for the ride together, and largely understand the structures and limits of what the entails.</p><p></p><p>And this all made sense. When I created story structures worth playing, the game was great. The best, most functional parts of my trad <em>Savage Worlds</em> GM-ing were the parts where I had very carefully aligned NPCs, "fronts", factions, geography, and current PC objectives to come together.</p><p></p><p>And the parts where I was mostly "slumming it," playing ad hoc, lesser preparation segments inevitably came across as bland and relatively tensionless.</p><p></p><p>For a long time after that <em>Savage Worlds</em> campaign finished, I felt like I never wanted to run a "trad" campaign again, because I felt like I would GM-ing under false pretense. But Eero's essay has just recently given me a renewed sense of appreciation for trad GM-ing. Like, I wasn't doing anything <em>wrong</em>, I was simply playing the game as largely enforced by the boundaries of "traditional" RPG game style, and that the pursuit of "worthy storytelling" through "living world extrapolation" isn't a bad thing. It's just not going to lead to other specific gameplay "happenings" (read: strong character-driven intent, protagonism, and stakes becoming a broader part of play). As long as I'm good with that tradeoff, all is well.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9332814, member: 85870"] Very much this. But man oh man, was I extrapolating to keep the "living world" alive and running. I was a darn good extrapolator. I could extrapolate upon extrapolated extrapolations, then extrapolate some more on the extrapolated extrapolated extrapolations. And for a long while -- well over a year -- everything just sort of hummed along in my homebrew [I]Savage Worlds[/I] fantasy campaign setting, people were having fun, I was having fun, the world felt "alive" and "vigorous" and "full of mystery and enchantment." And then somewhere around month 14 or 15, it changed. The extrapolations were no longer maintaining full fidelity to previous events, because, how could they? Unless I was willing to record in odious detail every possible thing that transpired during play, of course gaps in the details would appear. Suddenly an NPC may have been in one place instead of another, because "Otherwise, how did he/she manage to steer events in a city 400 miles away?" I had to suddenly invent new NPCs retroactively, because there's no way the main "baddie" could be orchestrating absolutely everything. And then the question began to arise, "How is this all going to end? What's the real end-game?" Do we just keep running this forever with different villains and quests? Is there supposed to be "an ending to the story," or is that something I'm not supposed to impose? How do I keep events moving forward as if they are a "living world," but now I'm facing immense pressure to bring about a "satisfying conclusion" to the PCs efforts, to move toward a "story ending." And because of that, I was then flooded with all these ideas of how things could/would/should end, but if I implemented any of them or enforced any of them as "hidden backstory," would it have changed player perceptions of the outcome and campaign as a whole? And then the cognitive dissonance started setting in---this isn't a "living world." It's a mish-mash of stuff I made up 2-5 years ago, extrapolated stuff I made up based on what we did during play, stuff I'm making up now out of whole cloth (with additional extrapolated made up stuff), and stuff that I may or may not be making up in play tomorrow when we get together again. Very true, and I really appreciate what [I]Ironsworn[/I] and [I]Starforged[/I] have unlocked for me as a GM. So much more freedom to play and GM in a different way. But I'm also very much encouraged by some things I read recently from Eero Tuovinen, which is that it's okay to embrace the GM role as "Story Hour" provider for trad play, as long as you as GM are doing the work to create a "story" structure worth playing through. [URL unfurl="true"]https://www.arkenstonepublishing.net/isabout/2020/05/14/observations-on-gns-simulationism/[/URL] If it's agreed upon with you and your players that you're largely going to be playing through elements of a "structured story" together---and what else is module and/or adventure path play than this?---that you and your players are along for the ride together, and largely understand the structures and limits of what the entails. And this all made sense. When I created story structures worth playing, the game was great. The best, most functional parts of my trad [I]Savage Worlds[/I] GM-ing were the parts where I had very carefully aligned NPCs, "fronts", factions, geography, and current PC objectives to come together. And the parts where I was mostly "slumming it," playing ad hoc, lesser preparation segments inevitably came across as bland and relatively tensionless. For a long time after that [I]Savage Worlds[/I] campaign finished, I felt like I never wanted to run a "trad" campaign again, because I felt like I would GM-ing under false pretense. But Eero's essay has just recently given me a renewed sense of appreciation for trad GM-ing. Like, I wasn't doing anything [I]wrong[/I], I was simply playing the game as largely enforced by the boundaries of "traditional" RPG game style, and that the pursuit of "worthy storytelling" through "living world extrapolation" isn't a bad thing. It's just not going to lead to other specific gameplay "happenings" (read: strong character-driven intent, protagonism, and stakes becoming a broader part of play). As long as I'm good with that tradeoff, all is well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
Top