04-26-2013, 09:57 AM | #11 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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I had one player who seemed to be trying for immersion, to the point where he didn't communicate what was going on with his character during play, but then he would write up the game afterward and describe this amazing thought process that was how his character had experienced the game. It really didn't work very well for the game I was running, and I asked him to reveal a bit more of what was going on. That is, it was precisely not effective drama. There also seems to be an ambiguity about "narrativism," between "what would this character do in this situation?" and "what does this type of plot require this character to do?" I very much favor the former over the latter. Bill Stoddard |
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04-26-2013, 10:32 AM | #12 |
Join Date: Sep 2008
Location: near London, UK
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
My impression is that that separation is just what Mailanka's getting at: under the overall label "narrativist", some games promote character-driven emergent plots while others seem to channel characters towards the latter approach (e.g. with a hypothetical police procedural game like the one Anaraxes was talking about, where all the procedural stuff you're doing is not to gain information for the players but to build up a stock of case resolution tokens).
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04-26-2013, 11:44 AM | #13 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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There is also the other difference, between people who strive for character-driven emergence by experiencing things as if they were the character, and people who do so by thinking about what is fitting to the character as seen from outside. Bill Stoddard |
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04-26-2013, 03:07 PM | #14 | |
Join Date: May 2005
Location: Oz
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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"System does matter" is a gamist credo.
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04-26-2013, 03:52 PM | #15 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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05-01-2013, 01:03 AM | #16 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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05-01-2013, 04:55 AM | #17 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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05-01-2013, 05:52 AM | #18 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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I think this sort of thing is better described thus: You have a clear outline of what sort of goals you'll generally pursue ("Kill monsters and take their stuff!"). You'll have multiple possible strategies to best do this ("I'm a striker with a focus on high mobility and status effects!") and much gameplay will be about bringing those strategies against the changing face of the evolving arena of play. You'll also have penalties of some kind of if you lose ("Your character is dead, Bob, roll up a new one.") But as Brett says, a "narrativistic game" has this too. It has clearly outlined goals ("Control the shape of the story", it has multiple possible strategies that you can use to do this ("Hmmm, I think I'll focus more on a surging benny economy with lots of intriguing disadvantages!") and penalties of some kind if I lose ("Awww, Jane got to control the story for that round, and no my character is in love with a wombat. Dang!")
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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05-01-2013, 06:10 AM | #19 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
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But yeah, the definitions are weird, and the lines are drawn in such a way as to prove some points, and all this reminds me a political tangent in some other thread, which concluded with a statement that political tags are there to bash people you disagree with, not for meaningful categorisation (because tags oversimplify). Thoughts? |
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05-01-2013, 07:12 AM | #20 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Gumshoe, its genus of RPGs, and distancing mechanics
Quote:
It used to be RPGs were all basically a knock-off of D&D, with strong wargame roots and a focus on combat. Then a few other games trundled along: games that focused on a "more realistic" depiction of characters via more detailed, less abstract mechanics (like GURPS), and then a bunch of people made very evocative games that used basically a variation of the mechanics of the above two games but had a greater focus on "look how cool our setting/story is!" White Wolf games are typical for this. We're starting to come up with new games with new concepts. Games like Fate and Gumshoe don't really work like either of the above. They're not really wargames-cum-RPGs, and they're not really these deep "simulation" games. So the GNS guys, in my opinion, came up with an entire theory whose sole purpose was to highlight this difference and to explain why they were different. Before: "I'm creating a narrativistic game." "So you mean like World of Darkness?" "No, that's... argh!" Now: "I'm creating a narrativistic game." "Ah, like Houses of the Blooded." "Yes." So it's handy that way, but GNS's "simulationism" and "gamism" categories are really just strawmen to highlight this new form of game. They're not really useful descriptions in and of themselves. So labels can be handy, but labels often have context, and that context may be "I've invented these two labels to bash two other things to the benefit of this other label, which will help me push this particular idea I have."
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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