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: 9334983" data-attributes="member: 42582"><p>So, "narrativism" - as used by Edwards, and hence by me - is a description of an aesthetic goal of RPG play.</p><p></p><p>So I don't think that the notion of "narrativist elements" makes sense, in my usage. It does make sense to talk about <em>episodes of narrativist play</em>. As Edwards notes with his Clancy-esque hardware analogy, these episodes of play may be punctuated by episodes of play with a different aesthetic goal.</p><p></p><p>If by "narrativist elements" you mean <em>elements of design</em> - eg a particular mechanic or technique - that are commonly associated with RPGs designed to facilitate narrativist play, then it is obvious - isn't it? - that these can appear in RPGs that are not primarily used for, or designed to facilitate, narrativist play.</p><p></p><p>For instance, various techniques that first appeared in Apocalypse World - eg carefully described GM "moves" - are used in a range of PbtA games that are not primarily aimed at, or used for, narrativist play.</p><p></p><p>And the same is true of so-called "neo-trad" RPGs:</p><p></p><p></p><p></p><p></p><p>Apocalypse World and Prince Valiant fully conform to your stated preference here for how certain declared actions (like "I try and remember that . . ." or "I look around for . . .") are resolved.</p><p></p><p>But <em>players making their own choices</em> doesn't, on its own, tell me whether or not you are playing narrativist. Like, I've spoken with people who play Planescape and they say that players can make their own choices - but the <em>moral significance</em> of those choices is typically established by the setting as authored by Monte Cook et al and as adjudicated by the GM. So the <em>players</em> are not authoring rising conflict across a moral line.</p><p></p><p>I have no trouble grasping this. I'm the one who posted the Edwards passage about toggling between narrativism and simulationism. But I do think there is a question of "primacy". For instance, if the players get to author rising conflict across a moral line <em>today</em>, and then the GM <em>tomorrow</em> gets to (say) establish as a cosmological fact that the true moral answer is <em>this other thing</em>, then my prediction is that that will make for unsatisfactory RPGing.</p><p></p><p>And it can happen in other ways too - eg rather than cosmology, the GM could do this by playing a NPC who (it is established) is a moral exemplar or lodestone for the PC (eg a cleric's god, or Batman to Robin, or whatever). I've seen this sort of thing. It doesn't make for good play in my experience.</p><p></p><p>I don't know, in your games, whether the PCs are "adventurers", and - if they are - how they find themselves on adventures, and who decides what their goals are, and how the pursuit of those goals manifests (if it does) rising action across a moral line. So I don't know what the context is in which these moral choices arise, nor the context in which "bad guys" who need to be stopped turn up.</p><p></p><p>Maybe you're playing relatively vanilla narrativist, maybe not.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9334983, member: 42582"] So, "narrativism" - as used by Edwards, and hence by me - is a description of an aesthetic goal of RPG play. So I don't think that the notion of "narrativist elements" makes sense, in my usage. It does make sense to talk about [I]episodes of narrativist play[/I]. As Edwards notes with his Clancy-esque hardware analogy, these episodes of play may be punctuated by episodes of play with a different aesthetic goal. If by "narrativist elements" you mean [I]elements of design[/I] - eg a particular mechanic or technique - that are commonly associated with RPGs designed to facilitate narrativist play, then it is obvious - isn't it? - that these can appear in RPGs that are not primarily used for, or designed to facilitate, narrativist play. For instance, various techniques that first appeared in Apocalypse World - eg carefully described GM "moves" - are used in a range of PbtA games that are not primarily aimed at, or used for, narrativist play. And the same is true of so-called "neo-trad" RPGs: Apocalypse World and Prince Valiant fully conform to your stated preference here for how certain declared actions (like "I try and remember that . . ." or "I look around for . . .") are resolved. But [I]players making their own choices[/I] doesn't, on its own, tell me whether or not you are playing narrativist. Like, I've spoken with people who play Planescape and they say that players can make their own choices - but the [I]moral significance[/I] of those choices is typically established by the setting as authored by Monte Cook et al and as adjudicated by the GM. So the [I]players[/I] are not authoring rising conflict across a moral line. I have no trouble grasping this. I'm the one who posted the Edwards passage about toggling between narrativism and simulationism. But I do think there is a question of "primacy". For instance, if the players get to author rising conflict across a moral line [I]today[/I], and then the GM [I]tomorrow[/I] gets to (say) establish as a cosmological fact that the true moral answer is [I]this other thing[/I], then my prediction is that that will make for unsatisfactory RPGing. And it can happen in other ways too - eg rather than cosmology, the GM could do this by playing a NPC who (it is established) is a moral exemplar or lodestone for the PC (eg a cleric's god, or Batman to Robin, or whatever). I've seen this sort of thing. It doesn't make for good play in my experience. I don't know, in your games, whether the PCs are "adventurers", and - if they are - how they find themselves on adventures, and who decides what their goals are, and how the pursuit of those goals manifests (if it does) rising action across a moral line. So I don't know what the context is in which these moral choices arise, nor the context in which "bad guys" who need to be stopped turn up. Maybe you're playing relatively vanilla narrativist, maybe not. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
Top