Forum changes: Editing of posts has been turned off until further notice.
Started by Walt Freitag, March 12, 2002, 01:11:44 AM
Quote from: contracycleIt is "effective illusionism". I think the distinction with narrativist play is that the players are directly, and consciously, engaged in the construction of the story.
Quote from: contracycleI would expect, in GNS terms, it would be described as "semi-drifted sim".
Quote from: Christopher KubasikI can add one little thing, an extension off some comments made so far and a clarrification of something I mentioned in my own post:GNS doesn't suggest you only *add* rules to tighten up a game design and focus it to one of the three nodes. You also cut rules to focus the G, N or S -- working to only use rules that strengthen the purpose of play.
Quote from: Jack Spencer JrNarrativist games, as you say, cut out certain rules that are not necesary. My question is, if you can cut out this, this, this and this, why are you leaving in that and that? (if you're following me) The answer is that these rules help. And I'm not denying that. Help is always good to have, but it is not necessary. Taken to the extreme, I guess I'm looking at pure freeform. WHich does produce very differnet results.I'm sure I had a point there somewhere but I lost it. Oh well. Did my handle change?