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RogerBurtonWest
Roger Burton West

Tue

Mar 28
2006

08:50

Gavilan

On Mon, Mar 27, 2006 at 05:25:56PM -0600, Karen J. Cravens wrote:

>Is that "GNS narrative" or "Forge narrative"?  (Not that I think anybody's 
>established what the latter term actually means...)

"Purely narrative" to me would basically mean cooperative story-telling
with no rules at all and no formal system for resolving conflicts.

>Nah, in my games you don't get to negotiate reality.  I get to roll all 
>the dice (imaginary or otherwise) is all...

But...

"TVKMF, so I'm always a bit twitchy in situations like this and I have a
holdout pistol" is acceptable by your example.

"TVKMF, so in this sort of violent situation I go into an unstoppable
cold rage and knock out everyone in the bar without them being able to
do anything about it" presumably wouldn't be.

So there has to be some sort of discussion, during the game, as to just
what the player can get out of this quality. A detailed skill system
moves that discussion forwards to character-creation time, so it doesn't
slow down play to the same extent; FIT can't do that because the player
has to invent new things his quality might be able to do, on the fly.
(Which, now that I think about it, might be great for a four-colour
superhero game...)

>Some of that is more of a problem with design-at-start vs. develop-in-play 
>(if I recall the terminology correctly).

I see the point there, I think. The way I deal with that is usually to
reserve some points for things I forgot during the design stage (with GM
cooperation); this seems to be a good idea in a new game anyway, since
it's often not quite apparent just what the PCs will be doing until the
game's started.

But I like small changes to accrue over time as well. We end an
adventure having done a favour for the Federation Navy, so we get the
chance to have certain officers as contacts. Or we studied a
pre-collapse starship, and our engineer is learning the basics of how
their power cells worked, but he's not very good yet. (Both of these
things happened in _Tempt Not the Stars_.) These are too small to be
represented within FIT (at least as I understand it).

>That's because you haven't had Carl and his Curse Of The Green Pickle in 
>your games.

I don't believe I've seen the "pickle" reference before... not since I
joined Gamers, anyway, and I don't believe the archives are currently
searchable.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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