Started by xechnao, February 17, 2009, 08:59:50 AM
Quote from: mcv on February 18, 2009, 08:30:46 AMSimply exploring an open world freely doesn't in any way imply moral conflict or difficult choices. Nor vice versa. They can go together, but they don't need to, and often don't.
Quote from: xechnao on February 18, 2009, 09:39:47 AMQuote from: mcv on February 18, 2009, 08:30:46 AMSimply exploring an open world freely doesn't in any way imply moral conflict or difficult choices. Nor vice versa. They can go together, but they don't need to, and often don't.Yes, but from a first person perspective -and by this I mean that you actually make part of the world- you'll have to make the moral choices the world comes with. It is hard to imagine anyone during his course of life not having to come up with tough choices.
Quote from: Patrice on February 18, 2009, 08:40:24 AMCadwallon had a few interesting experiments regarding Chararacters' agenda but it's drowned in a mechanism set that doesn't support it. It's like most of Cadwallon content, it's a patchwork. And a heartbreaker too and it's unplayable without home corrections. Everybody designed his own bit and everything didn't match when we sew it together. It's a game that wanted too much with too many constraints to allow it.
QuoteCreate your Sims - Design their personalities, skills and appearance.Control their lives - Guide your Sims' relationships and careers, for better or for worse.Build their neighbourhood - Move your Sims into a pre-built house or build your own from the ground up.Tell their story - Create Sim Web pages with the push of a button and share your Sims with the world.
Quote from: mcv on February 18, 2009, 10:17:26 AMOf course tough choices can always happen, but as far as I've just come to understand it, that doesn't necessarily make it Narrativism. Otherwise I've never played anything other than Narrativist campaigns in my life.
Quote from: Vulpinoid on February 18, 2009, 09:04:49 PMI think that every campaign that I've played in (and virtually every game that's been memorable) has had a story in it. That's one of the things that makes it memorable.
Quote from: mcv on February 19, 2009, 02:54:03 AMBut story by itself doesn't mean it's narrativism. From what I've been told on this forum, you can have strong, powerful stories in simulationist or gamist play. But usually those stories are either mostly predetermined by the GM, or they emerge by accident (which is amazingly cool when it happens). In Narrativism, you focus directly on creating a story through play by focusing directly on dramatic decisions and moral dilemmas.
Quote from: Callan S. on February 19, 2009, 04:20:20 PMYeah, as I'd put it, Nar is rigged. Deliberately pushing the planchette towards stuff. Morally ambiguous/shocking/cool stuff.Which, on a side point, is why I can never understand why people think the SIS decides anything in terms of game options. Once you know the planchette can be moved, how can you ever go back to thinking no one moves it?