Started by Ayyavazi, July 01, 2009, 03:35:50 PM
QuoteThe only thing I look at skeptically (this is an understatement. I am an eternal skeptic sometimes), is the idea that I'm narrativist and done. What about wanting esteem for success in conflict or for coming up with good story ideas? I definitely want that too, just not as much as I want those hard questions. Simulationism only ever appeals to me when I am playing within a constrained setting in which I have no control, such as many published adventures for DnD or the campaign settings they publish. I like them well enough, but I like them more as sping-boards for my own imagination than as creative constraints.So if I seek this esteem, is that a shred of gamism creeping into my narrativist desires, or is it just the general human need for appreciation and recognition?
Quote... its the colonial expansion, DnD style. The Orcs (and goblins and kobolds) are the native americans, the elves are the canadians, dwarves are mexicans (rumored to exist, but nobody knows for sure) and Humans are the colonists from a far off land. The humans follow a national deity (Serin) who mandates Divine Expansion, telling humans it is their duty to rule this new land for the betterment of all races. The deity is Lawful Evil, but everyone believes he is Lawful Good.
QuoteHe wanted a low-magic setting (in the sense that he wanted to control certain aspects of the campaign), so he flat out denied flight magic of any sort, along with resurrection magic. People could theoretically still be ressurrected, but it was extremely tough, and definitely high level stuff. Since we all started at level 1 (and never got higher than 5 or 6) we knew that if we died, it was time to introduce a new character. Also, any magic item technically belonged to the human government (as far as they were concerned), but they only pursued things with a bonus of +3 or higher.
QuoteSo, I played a human War-Mage ... et cetera
Quote... Our first adventure was a cattle theft. We investigated and found out a corrupt sheriff had killed the old sheriff and "sold" the land to a bunch of goblins nearby. They were just taking what was rightfully theirs. After raiding the goblin lair only to discover this fact (we left them with no warriors), we went in search of said corrupt sheriff. We ran the bastard out of town, and made a deal between the goblins and ranchers so that they could share resources and work to each other's benefit. I took one of the goblins (Kra) under my wing. Maybe I was trying to make up for what I had done to his tribe, maybe I just wanted to prove Serin could impact the other races. At the time, I had no idea, I just thought it would be cool to teach a goblin all about the human way of life. A growing dislike began between Ptolemy and Valenathia. The two world-views were just too different.
QuoteSo much for the teachings of Serin.
QuoteMike didn't like it too much when Dave told him to erase all of his possessions when we found him. Dave thought this rather funny, but Dave and Mike never really got along, so it only made things worse between them. After some whining on Mike's part, (and some support from Gerald and I) Dave agreed to return some of the possessions when we found them in the dungeon. This amounted to a sword and shield, but hey, I guess you can't have it all.
QuoteThis all leads up to the next adventure, which is the one I had the most fun with, and where I suspect we hit the premise, at least for my character.
QuoteIn the next adventure we were exploring a cult. ... the government seemed to have mixed feelings about our little group). That, and a Goblin threat had been investigated by the government, and they were going to move to wipe it out. As it turns out, Kra had gathered up his old tribe and taught them everything I taught him, which turned out to be a very peaceful message that caused the community to prosper together. The government saw it as a threat, so my character lied to the government to protect his friend, even if his friend wasn't firing on all cylinders about Serin. In the process of eliminating the cult, I had the chance to use a couple of action points (Dave gave us some as the campaign got harder, and they could be used to "cool story things we normally couldn't" in addition to the standard 1d6 added to a d20 roll. I brought down the mine by turning my fists to stone with one of my spells (normally you can only turn one fist) and knocking out support structures as we ran from a blob monster that we could not kill. This trapped it beneath the city, but made the government declare us fugitives, even though they knew we had eradicated a cult. Turns out some agents of the government were in cults too! My character had to run from the government, and come to grips with the fact that everything he thought was stable was not, including the divine rule of his god. This is where we took a break from the campaign, but it sadly never restarted.
QuoteI know Mike and I enjoyed killing things left and right. We loved giving each other high fives for the critical hits and marveling at the sheer destruction we could wreak.
QuoteI think (key word) that Everyone enjoyed watching me grapple with personal loyalty and my loyalty to the state. The damage-dealing is fun I can have in any campaign. What made this one stick in my mind is that it was so customized to the characters that I actually felt like my decisions had more consequences than just success or failure. Killing something wasn't always a path to victory, and it always complicated things.
Quote... to me it is essentially the fictional wrapping around everything you do that makes the game more than just crunching numbers and rolling dice. Does that sound about right?
QuoteFirst, as for color and reward, and how it all relates to GNS, I think what I am hearing is that how you play, and what rewards you get, all wrapped in the fiction packaging (which can reinforce/reward play type) determines your GNS. Therefore, even if there are lots of crunchy tactical encounters that are very risky, you can still be playing narrativist because all of your color and rewards are Narrativist based. Likewise, you could play in reverse, just happening to address premise, but actually stepping on up. Perhaps this is why the modes are so easily confused. Essentially, each mode can happen within the other, or so it seems. Because of this appearance of one mode within another, we assume they are both active, when really one is and one isn't.
Quote... why can't both be active at the same time after all? What if a reward system (both social and mechanical) could be set up in such a way that both Step On Up and Narrativism were rewarded? ...So, in a system that attempts to equally reward more than one style of play, it can successfully reward them. But by doing so, groups will be split based on their basic desires of play. Gamists will ruin it for Narrativists and vice-versa. The only way a group could enjoy such a game is if everyone was on the same page, essentially making one whole set of reward-cycles useless and ignored.So, in a game like mine (the DnD game I mean), players can't pursue both agendas at the same time, because to pursue gamism mars the pursuit of premise driven play, and vice versa.
QuoteAny game that hybridized the two would need to somehow string its conflicts together so that both styles were rewarded in such a way that they complimented each other, with the Step On Up always reinforcing the Story Now, and the Story Now always providing a means to Step On Up. I dare say such a game has not been designed thus far, and whatever system is developed to do such a thing would be rightly called revolutionary.