Started by Ayyavazi, July 01, 2009, 03:35:50 PM
Quote from: Ayyavazi on August 11, 2009, 01:31:42 PMTo me, this means it should be observable at all points, like in your scene to scene description. The biggest punch is at the end of the whole show, slightly less so per season, per episode and so forth. But if people can play any agenda and enjoy it, which seems to be what is being said by saying that people don't possess an agenda, they play it, then that means that the definition you give of agenda doesn't serve to address hybridization at all. All it says is that there may exist a play agenda that is hybridized Narrativism-Gamism, but Narrativism by itself can never be combined with Gamism. That sounds like we are just arguing the terms.
Quote from: Ayyavazi on July 28, 2009, 08:42:05 AMSo, 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. Any 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.But in the end, I think it means that for the moment, until such a game is designed, I understand and agree that the GNS agendas are mutually exclusive.
Quote from: AyyavaziNow, you asked if I would still enjoy the tactical combat if there were no story around it. If I say no, you say, "Well, then its narrativist play." If I say yes, you say, "Its gamist play."
Quote from: AyyavaziYou can have one reward cycle (the combat) within the greater scope reward cycle of narrativism and addressing premise.
QuoteI guess as long as everyone else agrees with you about hybrid play being incoherent but incoherent play being fun, then that would settle it
QuoteThe in-game situation has our party tracking the NPC Gerard's group through the woods. We didn't really roll to find the tracks so much, because that would lead to uselessness. As we were preparing to frame the scene forward after some tracking, the GM said he would be calling for a roll. He meant for us to make a Woodcraft roll to see if we would catch up with Gerard under circumstances favorable to us or to him.Godinho, however, interrupted him and stated that he wanted to pay special attention to see if anyone was following us. The GM pondered this for a minute, then announced he'd be calling for two rolls instead. He then proceeded to have us roll against someone who was indeed following us, which we managed to spot, then corner.Here's the thing: this third party really didn't exist at all until Godinho said what he said. And here's the disconnect: Godinho, as a player, said what he said because he saw it as a "good move". Rogerio, on the other hand, chose to interpret it as an expression of interest on the player's part for the concept of having someone else following us. So, he created the follower on the spot.A bit of further disconnect: when we did find and corner the guy, Rogerio was satisfied that he was done his job as GM by responding to the player's interest. Godinho was satisfied as a player to have had his good move pay off and be successful.
QuoteI do think that function hybrid play (and the maximum fun of coherent play) is possible as well, so long as everyone's goals match, and they pursue the hybrid agenda uniformly.