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Old 07-03-2010, 09:40 AM   #15
Gizensha
 
Join Date: Jan 2008
Default Re: Narrativism in GURPS

Quote:
Originally Posted by moldymaltquaffer View Post
As they see it, narrativist play is simply letting the players power the story largely independent of the GM, and (a bit more specificly) trying to dominate the other players into following *their* storyline.

I don't agree with that.
I used to do IRC freeform quite a bit...

I wouldn't call that 'narrativist'

...Nor would I say anyone actually tried to dominate their storyline over other people... it was just 'bunch of characters interacting with each other, see what happens'

Entertaining, but certainly nothing reminiscent of 'story' emerging from them. Unless somehow they're using the term 'narrativist' to mean 'Bunch of characters interacting at a bus stop where nothing of any significance happens,' but to do that you'd have to use the term 'narrativist' in a way that has nothing at all to do with the term 'narrative.'

Quote:
Originally Posted by whswhs View Post
You mean like, maybe, the page in GURPS Supers that starts GURPS Powers introduces the concept of a power that is applied by spending character points: Matter formed with the Create ability vanishes in 10 seconds unless the creator spends character points to stabilize it, for example. Other abilities can also benefit from character-point expenditure in a supers campaign. (p. 114)?

Bill Stoddard
The concept does rather make me think of 'Serendipity with the Supers Costs CP concept,' yes.

...I then reread the Influencing Success Rules on B347.

If the goal of the exercise is to create the ability in GURPS for players to spend CP to influence the world outside of their character's abilities, then, uhh... The Player Guidance segment of that box seems to be exactly what's desired...
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