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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9335537" data-attributes="member: 42582"><p>I'm relistening to this - where does he say what you say?</p><p></p><p>At around 14 minutes, 50 seconds or thereabouts he says, of the "big model", that "I like the picture myself." And he then goes on to explain that it is a model of actual instances or episode of play, not a model of the total possible space of RPGing as a human activity. And also that it addresses and helps us see how the medium of RPGing can be applied to various creative goals, by adopting appropriate ways ("techniques") of changing the shared imagined space.</p><p></p><p>He gives his example of playing narrativist 3E D&D. And around 45 minutes has some very hostile things to say about "writers' room" (my phrase, not his) or "rotating authority" RPGing: he characterises it as democratised railroading.</p><p></p><p>I also found these interesting remarks from Edwards <a href="https://www.youtube.com/watch?v=Fs4AI9anGJg&t=6035s&ab_channel=ArbiterofWorlds" target="_blank">in the comments</a>:</p><p></p><p style="margin-left: 20px">[Simulationism] was difficult to talk about, especially once "story game" was established as a term and everyone started calling them "narrative games" and my entire point about Story Now was sucked into the memory vacuum. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">I have also concluded that anyone who proclaims they ARE a "this" or ARE a "that" in terms of any of my terms has clearly walked off a cliff. For one thing, we are talking about behavior, not fixed essential soul-spirits; for another, I think we as people are particularly bad at identifying anything we personally happen to be.</p><p></p><p>The only change is the idea that simulationism is not a distinct creative agenda. He still thinks that people will use the medium of RPGing either for folk story creation ("story now") or for competition ("step on up").</p></blockquote><p></p>
[QUOTE="pemerton, post: 9335537, member: 42582"] I'm relistening to this - where does he say what you say? At around 14 minutes, 50 seconds or thereabouts he says, of the "big model", that "I like the picture myself." And he then goes on to explain that it is a model of actual instances or episode of play, not a model of the total possible space of RPGing as a human activity. And also that it addresses and helps us see how the medium of RPGing can be applied to various creative goals, by adopting appropriate ways ("techniques") of changing the shared imagined space. He gives his example of playing narrativist 3E D&D. And around 45 minutes has some very hostile things to say about "writers' room" (my phrase, not his) or "rotating authority" RPGing: he characterises it as democratised railroading. I also found these interesting remarks from Edwards [url=https://www.youtube.com/watch?v=Fs4AI9anGJg&t=6035s&ab_channel=ArbiterofWorlds]in the comments[/url]: [indent][Simulationism] was difficult to talk about, especially once "story game" was established as a term and everyone started calling them "narrative games" and my entire point about Story Now was sucked into the memory vacuum. . . . I have also concluded that anyone who proclaims they ARE a "this" or ARE a "that" in terms of any of my terms has clearly walked off a cliff. For one thing, we are talking about behavior, not fixed essential soul-spirits; for another, I think we as people are particularly bad at identifying anything we personally happen to be.[/indent] The only change is the idea that simulationism is not a distinct creative agenda. He still thinks that people will use the medium of RPGing either for folk story creation ("story now") or for competition ("step on up"). [/QUOTE]
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