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Why Worldbuilding is Bad
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<blockquote data-quote="pemerton" data-source="post: 7403463" data-attributes="member: 42582"><p>All standard narrativistic games are "story now" in the Forge sense, but not all "story now" games are standard narrativistic ones.</p><p></p><p>As far as thinking about PbtA goes, I am the faithful student of [MENTION=16586]Campbell[/MENTION]. The "standard narrativistic model" is about scene-framed RPGing. PbtA is not scene-framing - I don't have a terrific handle on how best to describe it, but Campbell has explained it well, I think in a post or two in the other worldbuilding thread, and also in the protagonism thread a year or so ago. Another feature that Campbell has pointed to, that I recall as I type this, is the different role of player intent in resolution for PbtA compared to scene-framed (ie "standard narrativistic model") games.</p><p></p><p>It's not a criticism of PbtA to say that it uses techniques different from DitV, Burning Wheel, Cortex+ Heroic, etc. It's an analytical observation.</p><p></p><p>Why do you find this amusing? Do you disagree, and take the view that PbtA <em>is</em> a scene-framed game? What do you think is at stake in identifying a game as "standard narrativistic model"?</p><p></p><p></p><p>EDIT because I saw this:</p><p></p><p>I think the need to generate narrations as the outcome of various moves would push a bit against what you describe, but that's mostly speculation rather than experience talking.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7403463, member: 42582"] All standard narrativistic games are "story now" in the Forge sense, but not all "story now" games are standard narrativistic ones. As far as thinking about PbtA goes, I am the faithful student of [MENTION=16586]Campbell[/MENTION]. The "standard narrativistic model" is about scene-framed RPGing. PbtA is not scene-framing - I don't have a terrific handle on how best to describe it, but Campbell has explained it well, I think in a post or two in the other worldbuilding thread, and also in the protagonism thread a year or so ago. Another feature that Campbell has pointed to, that I recall as I type this, is the different role of player intent in resolution for PbtA compared to scene-framed (ie "standard narrativistic model") games. It's not a criticism of PbtA to say that it uses techniques different from DitV, Burning Wheel, Cortex+ Heroic, etc. It's an analytical observation. Why do you find this amusing? Do you disagree, and take the view that PbtA [I]is[/I] a scene-framed game? What do you think is at stake in identifying a game as "standard narrativistic model"? EDIT because I saw this: I think the need to generate narrations as the outcome of various moves would push a bit against what you describe, but that's mostly speculation rather than experience talking. [/QUOTE]
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