Gamism and Narrativism: Mutually Exclusive

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Ayyavazi:
So, I started a thread in the Site Discussion, and Ron said I needed an actual play example. Here we go.

When: I'll use a game I played around march of this year.

What: D&D 4e. This was one of my first forays into the system, but the game itself had been going on since the game came out in june or july.

Who: Me, a player (though I wish I was the DM), Paul (player and munchkin wannabe), Gourdo (reluctant DM who doesn't really put as much effort in as he thinks he does, and not half as much as he should, in my not so humble opinion), and Richie (player, good at role-playing, simple).

We played a game set in modern times with all the D&D elements, so a modern magic kind of setting. Every character had to have a religion (whether they were devout or not) and history was more or less unchanged, though there were some changes that DM thought particularly important, (and which I thought ludicrous), including the Japanese controlling a sizeable portion of North america after World War II, and the gold standard and economy resulting in un-realistic prices and rewards.  For example, we were offered 1000 GP for our first mission, a a group, which is basically 200 dollars in equivalence in the 1920s. This is a fair sum, but not the kind of thing I expect people to risk life and limb for against zombies and other supernatural terrors (which is what we were asked to do).

There were several issues of breakdown in the game, most of them my own opinion. What I wanted was more control of the story. I had what I thought to be several great ideas (the other players agreed in private, but were oddly silent during the game. methinks they feared DM. He and I butted heads constantly). The DM remained firmly rooted to "his" story (even though the whole game was designed specifically by him for me [without my input] as a gesture to heal a group fission we had suffered months earlier), and would listen patiently to other ideas, "take them under consideration" and then proceed to ignore and not use them.

D&D 4e has an obviously strong gamist element, and we all enjoyed that part of it, no matter how many social issues amongst ourselves there were. The idea of narrativism as I understand it is story now, or story first in my words.

Needless to say, I did not enjoy this game nearly as much as I could have. I believe it is because the story is not what I wanted it to be, and that our characters could not influence it. Sure, wiping out this group of zombies saved the city and made us heroes, but if we wanted to do things differently, we could not influence the story along another path. It was one line railroading all the way.

So, is gamism mutually exclusive to narrativism? I could not have envisioned these questions at the time I played the game, nor do I see a direct correlation, but I suppose we need an example to work off of.

I wish I had an example game of capes to work with. I recently read the text and believe it easily supports both narrativist and gamist agendas (unless narrativism requires the players working together to craft the story equally, in which case my question is ultimately moot).

It seems to me that in a game such as D&D, (or many other systems and games for that matter) there could be gamist elements that keep the players interested on one level, while allowing them to work together to craft interesting stories. This way the challenge is there within the game world, and the story is shaped outside of it. Or is such a system one bitter gamer's pipe dream?

Thanks,
--Norm

Patrice:
Just a few things for the moment, because this discussion is key to some of my recent ideas as well. First of all, I see no connection between railroading and Gamism. Even in Gamism, railroading is a poor design. I remember Gygax's introduction to Castle Zagyg 2 : The Upper Works for C&C (which obviously is NOT a Narrativist attempt) stating his scorn for railroading. As far as I am concerned, I've experienced a lot more of railroading and GM-illusionism in Simulationist games than in Gamist ones, I've even read a few weeks ago a player writing (on another message board) "when I play I do my best to understand the implied railroading and to comply with it in order to respect the social contract". I you ever read a player of Gamist games writing that, he's not a player of Gamist games.

What strike me is that you will find, if you read it, a lot of examples about the way to GM a session and to take the other players' version of the game into account in the D&D4 Dungeon Master Guide. Most players I know have simply discarded it as "fluff" and I suspect a tendancy in older D&D players to overlook this kind of content with a "you know, we know what's D&D like" sort of motto. Because if you read it, you'll find whole sections telling you to say yes to the player's ideas, whatever they might be, and to allow them to use whatever pops in their mind in order to face the challenges the game sets for them. I consider these sections as an attempt to empower the players with the course of the story. Meanwhile, the entire game is just a set of resolution systems, challenges and step on up mechanics. I think that what these sections are meant for is to destroy the old fake Simulationist sin of D&D, which is actually great, but not to generate a story now system. You maybe would have much more enjoyed playing the game with a DM having read that.

On the other hand, I don't want to answer directly the theorical question underlying your actual play example but I suspect, having just read Vincent Baker's Storming the Wizard's Tower 1st part that the direction is worth exploring. It gives me hints to a new version of Gamism in which the challenges could possibly be co-designed on the spot by the players together, who would then face them, step on up and use all the crunch made available to them in order to face them. Is that Narrativism? I'm not really sure. Makes me almost think of a web 2.0 version of Gamism actually. If you extend the co-design to the crunch available to face the challenges, the story now element of this Gamist game would lay in its permanent co-designing. I'm REALLY pushing Storming the Wizard's Tower to an extreme here and apologies to Vicent Baker if he feels I'm twisting his game a bit too far. One thing is that if that would allow you to design challenges, adventures and why not, settings and characters, that doesn't give you a story as such because the mechanics aren't at all intended for that purpose. That's why I wouldn't call that Narrativism but it's sure an interesting thing.

Adam Dray:
Quote from: Ayyavazi on July 01, 2009, 11:35:50 AM

D&D 4e has an obviously strong gamist element, and we all enjoyed that part of it, no matter how many social issues amongst ourselves there were.


Hey, Norm!

What makes you think you all enjoyed the gamist element of the game? Can you give some actual play examples? Not just examples of "gamist" stuff, but examples of people's reactions of enjoyment of them.

And I think that you're saying that you were mad about your character being deprotagonized, right? This isn't just having control over "the story," but having your input and choices be meaningful in a certain kind of way.

When the group was engaged in those "gamist" things, did the DM make your choices meaningless then? I'll bet he didn't (as far as you know), or you wouldn't be saying it was fun. That's my theory, anyway.

In general, be careful with the GNS terms. It's possible your issues with the game don't even get into GNS / creative agenda clash issues. It just sounds like your DM is railroading you guys, but you didn't give much in the way of examples of why you think that. Maybe that will help us understand.

Narrativism, or "Story Now," isn't about controlling the story exactly. It's about each player having the opportunity to dig into meaty, human issues that mean something to the players at the table ("address of premise"), and having the entire group affirm and reward that kind of play. Is that what you're missing? Do the other players want more than the kick-ass Gamism that D&D 4E delivers so well?

Callan S.:
Hello Norm,

With capes, it doesn't have some sort of 'gamist' mini game in it. There is skill involved in working it's mechanics to affect the story - this results in the story going in unexpected directions. Unexpected for everyone, rather than some GM knowing in advance. The skill used in mechanical play in capes is like the skill used in writing the prose of a book or in handling a brush when painting - it's a skill, but it's not gamist. It's like someone dribbling a basketball with paint on it, to make a painting - just because it appears to be a basketball, something used in so many sports, doesn't mean it's gamist.

In terms of the GM being rooted in 'his' story - what is the set up? I'm thinking 4E has the traditional bit of crappy text that says the GM can do anything. If you've agreed he has, then your handing him authority over the story (and 'anything' else) - you've made it 'his' story - then you resent him treating it as if it's his?

Ron Edwards:
Hi Norm,

Thanks for posting this. Everyone, let's not dogpile him too, too much, OK?

Best, Ron

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