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Why I dislike Sigil and the Lady of Pain
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<blockquote data-quote="pemerton" data-source="post: 5615739" data-attributes="member: 42582"><p>Yes. It was used to try to contrast high-concept simulationism with narrativism.</p><p></p><p>What you're describing here is (in Forge terms) purist-for-system simulationist play.</p><p></p><p>I think mechanics can be important, but are a secondary issue - you can play narrativist Rolemaster (I know, I've done it) but you will find some of the action resolution mechanics getting in the way.</p><p></p><p>The rationale for the roll-to-minionize (which I see as an application of page 42) was that the real conflict here wasn't a combat one. The ingame time pressure from the collapsing temple wasn't a factor, but the real life, at-the-table fact that we were focusing on the escape rather than a combat was a big factor.</p><p></p><p>The lack of page 42 or comparable mechanics in Rolemaster is one of the ways its action resolution mechanics can be sub-optimal for narrativist play, where - at least as my game works - keeping the conflicts in mind is important (because if you don't, you can get caught up in all the mechanical minutiae of a game like 4e or Rolemaster).</p><p></p><p>Of course you're right that the collapsing temple is a genre piece. But what, for me, marks the contrast between narrativism and high concept simulationism, is that the genre piece is a <em>backdrop</em> against which the players do their thing, rather than <em>the point</em>.</p><p></p><p>Is this where you see the spectrum idea coming in?</p><p></p><p>For me, once (b) is the focus, and alignment/genre conventions are not governing the answer to it, you've started to move from high concept to narrativism.</p><p></p><p></p><p>I'm a big fan of drifting! (Although I think the drifting required to run narrativist 4e is very very minimal.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5615739, member: 42582"] Yes. It was used to try to contrast high-concept simulationism with narrativism. What you're describing here is (in Forge terms) purist-for-system simulationist play. I think mechanics can be important, but are a secondary issue - you can play narrativist Rolemaster (I know, I've done it) but you will find some of the action resolution mechanics getting in the way. The rationale for the roll-to-minionize (which I see as an application of page 42) was that the real conflict here wasn't a combat one. The ingame time pressure from the collapsing temple wasn't a factor, but the real life, at-the-table fact that we were focusing on the escape rather than a combat was a big factor. The lack of page 42 or comparable mechanics in Rolemaster is one of the ways its action resolution mechanics can be sub-optimal for narrativist play, where - at least as my game works - keeping the conflicts in mind is important (because if you don't, you can get caught up in all the mechanical minutiae of a game like 4e or Rolemaster). Of course you're right that the collapsing temple is a genre piece. But what, for me, marks the contrast between narrativism and high concept simulationism, is that the genre piece is a [I]backdrop[/I] against which the players do their thing, rather than [I]the point[/I]. Is this where you see the spectrum idea coming in? For me, once (b) is the focus, and alignment/genre conventions are not governing the answer to it, you've started to move from high concept to narrativism. I'm a big fan of drifting! (Although I think the drifting required to run narrativist 4e is very very minimal.) [/QUOTE]
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