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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9335964" data-attributes="member: 42582"><p>"The Big Model" is a general model of the structure and processes of RPG play in any given moment of play.</p><p></p><p>The model posits that, to begin with, there is a group of people getting together to do this thing - that is, to imagine together with the predominant or crucial mode of that imagining being <em>from the perspective of a character in the fiction</em>. This is "social contract".</p><p></p><p>They then "need" to establish certain things to make this go: they need an imagined place (setting) with imagined characters, and there needs to be something that will prompt those characters to "go" (situation). And there needs to be a way or ways of making the fiction change (system).</p><p></p><p>There are then various techniques that can be used to establish these various necessary things: for instance, and just as one illustration, changes to the fiction might be established by talking or stipulation (Edwards follows Tweet in calling this "drama" resolution), or by rolling dice or drawing cards ("fortune" resolution), or by straightforward derivation from stats ("karma" resolution - an example is from the 3E D&D rulebook (I think) where it says that an arm wrestle is resolved not by rolling dice, but just by comparing the STR of the two arm wrestlers).</p><p></p><p>So at any given moment of play, and in any episode of play, it is possible to consider how social contract is establishing a setting, characters, situation and system. And what the system is, and what techniques are being used. Etc.</p><p></p><p>It is also possible to ask, <em>Why are they doing this together?</em> - as in, <em>What goal are they collectively aiming at in this shared, intellectual, imaginative endeavour?</em>. GNS is a regimented collection of possible answers to that question.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9335964, member: 42582"] "The Big Model" is a general model of the structure and processes of RPG play in any given moment of play. The model posits that, to begin with, there is a group of people getting together to do this thing - that is, to imagine together with the predominant or crucial mode of that imagining being [I]from the perspective of a character in the fiction[/I]. This is "social contract". They then "need" to establish certain things to make this go: they need an imagined place (setting) with imagined characters, and there needs to be something that will prompt those characters to "go" (situation). And there needs to be a way or ways of making the fiction change (system). There are then various techniques that can be used to establish these various necessary things: for instance, and just as one illustration, changes to the fiction might be established by talking or stipulation (Edwards follows Tweet in calling this "drama" resolution), or by rolling dice or drawing cards ("fortune" resolution), or by straightforward derivation from stats ("karma" resolution - an example is from the 3E D&D rulebook (I think) where it says that an arm wrestle is resolved not by rolling dice, but just by comparing the STR of the two arm wrestlers). So at any given moment of play, and in any episode of play, it is possible to consider how social contract is establishing a setting, characters, situation and system. And what the system is, and what techniques are being used. Etc. It is also possible to ask, [I]Why are they doing this together?[/I] - as in, [I]What goal are they collectively aiming at in this shared, intellectual, imaginative endeavour?[/I]. GNS is a regimented collection of possible answers to that question. [/QUOTE]
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