
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/ ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/