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KarenCravens
Karen Cravens

Tue

Dec 20
2005

02:27Z

Mas missing macho

The link works now.

http://www.20by20room.com/2005/12/qien_es_mas_mac.html

(Aside:  I don't fully understand what "Narrativism" is; it seems to mean 
something different each person that says it.)

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Tue

Dec 20
2005

05:04Z

Mas missing macho

On Mon, 19 Dec 2005, Karen J. Cravens wrote:

> (Aside:  I don't fully understand what "Narrativism" is; it seems to mean
> something different each person that says it.)

I think a lot of people trying to talk about the Big Model and its 
various theories have this problem... it takes a lot of reading to get 
through Ron's essays, and even core Forgeites are saying that there 
needs to be a laymans guide to the Big Model because it's so hard to 
understand.

I think the difficulty in understanding it is part of the mystique. 
It leads to various periods of "enlightenment" when you suddenly 
realize what some part of the Model means.  But what it means to you 
may not be exactly what it means to someone else.  (Hm.  Is the Big 
Model that Post-modern?  I don't think Ron meant it to be so 
slippery.)

Now, to give my take on Narrativism...

===========

A Narrativistic game attempts to create a well-made story that 
addresses a premise.  As "Bankuei" says, it's nothing new... it's 
something that a lot of people have been doing for some time now, but 
now somebody's put a label on it.

Now, a premise is a statement about the world or the way things work. 
"Friendship should never be sacrificed for duty."  "Man can never 
conquer nature."  You can usually ask a question before the story, 
"Should you choose friendship over duty?" which the story then 
attempts to answer.  Obviously, you can tell stories that answer the 
question in many different ways.

Most of these games don't tell you what the premise is... they ask a 
question, and how you play out the story creates the premise.  _Dogs 
in the Vineyard_ asks, "Who deserves justice and those who deserve 
mercy?"  How you play out the game creates an answer which is the 
premise of the story.  I think that's where Narrativism gets its 
strength... it poses a question, and you have to determine your own 
answer.

_Polaris_ actually does give you a premise: "You cannot escape chaos." 
And it backs it up with rules... if you play the game exactly by the 
rules, every character's story ends on of two ways: they die, or they 
become a demon.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
   [  My Roleplaying Blog -- http://raven.phoenyx.net/mutterings/  ]
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KarenCravens
Karen Cravens

Wed

Dec 21
2005

19:16Z

Mas missing macho

On Mon, 19 Dec 2005, Carl D Cravens wrote:

CDC>A Narrativistic game attempts to create a well-made story that 
CDC>addresses a premise.

I think half the problem is nobody approaches this on the same level.  
You've got your campaign-level premises and whatnot, but they don't 
necessarily have an impact on what actually happens in any given game.  
And that's the level I, as player, care about.  And often as GM, come to 
that... game premise usually only matters in hindsight, IMHO.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Fri

Dec 23
2005

02:28Z

Mas missing macho

On Wed, 21 Dec 2005, Karen J. Cravens wrote:

> I think half the problem is nobody approaches this on the same level.

Many of the indie game authors _want_ to approach this at a level such 
that the game dictates the campaign and adventure.  The extreme 
example of this is _The Mountain Witch_, which is essentially a single 
adventure with its own rules.  Its theme is "trust" and the mechanics 
are all about trust and betrayal.

But even there, TMW doesn't dictate a _premise_... it offers a 
question, the answer to which is the premise.  (I haven't actually 
read TWM, so I'm not going to guess at what the question is.)

_Dogs In the Vineyard_ does the same thing... it doesn't say, "You 
should always forgive sinners," or "You should punish sinners who have 
done something worse than X."  It asks the question, "Where should you 
draw the line between dealing out forgiveness and judgment?"  It's up 
to the players to answer that question through play... premise arises 
through play.

I think it would be hard to _dictate_ premise, because it means 
forcing an answer to the question... it means _telling_ the story in 
advance, because the resolution of the conflict answers the question 
of premise.  I think I've mentioned that _Polaris_ actually does this, 
because it's about the hopelessness of the situation, and the 
mechanics _force_ a particular unhappy ending.  (All the Knights of 
the North Star die or become demons.)  It is _interesting_, but I 
certainly wouldn't want every, or even many, of the games I play to 
have a foregone conclusion.

> You've got your campaign-level premises and whatnot, but they don't
> necessarily have an impact on what actually happens in any given game.
> And that's the level I, as player, care about.

I think premise, or the question that prompts the creation of premise, 
is useful to the GM in creating the campaign.  I'm sure a lot of GMs 
do this without thinking in terms of premise.

Of course, you often can figure out the exact question until you've 
seen the answer. :)  I think the most concrete thing you can do most 
of the time is develop a theme.

The PCs are the crew of a free trader on the fringes of civilized 
space.  We start the campaign... no cargo, a tank of fuel, and enough 
credits to stay in dock for just twelve more hours.

I _could_ say the premise is, "You should respond to adversity with 
persistence and optimism."  And I could throw a lot of adversity your 
way, rewarding persistence and optimism, and punishing anything else. 
And I, as gamemaster, could prove my premise, but it wouldn't 
necessarily be any fun.

But I could ask the question, "How should you respond to adversity," 
and let the players answer that question through play.

> And often as GM, come to that... game premise usually only matters 
> in hindsight, IMHO.

I think theme is more useful than premise.  But a few weeks ago, you 
said, "Heroism requires sacrifice."  That's a premise.  It can be the 
premise of an individual character's part in the story, or it could be 
the premise of the entire campaign... or it could be the premise of 
just one particular story within the campaign.

This is where I find TSoY's Keys intersesting... because you can take 
The Key of the Hero and that tells me you want your character's story 
to be about heroic sacrifice.  But you can later decide you've had 
your fill of focusing on heroic sacrifice and buy off that Key, 
trading it in for The Key of the Broken Hero or something like that... 
which signals to the me that you want to tell a story about how these 
sacrifices have destroyed your life.  Or something like that.

Now, you _could_ just do this entirely outside of the game...  just 
tell the GM what you want your story to be about.  But I like the 
formality, the concreteness, of Keys... they go on your character 
sheet and act as a constant reminder.  It takes an implied social 
contract and makes it explicit... it's in writing that if I don't 
include your Keys in the game, you can remind me about it because 
including your Keys is part of the rules, the explicit game contract. 
It makes it clear to me the elements you really want in the story.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [        The Fudge List -- http://fudge.phoenyx.net/        ]
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KarenCravens
Karen Cravens

Sat

Dec 24
2005

00:38Z

Mas missing macho

On Thu, 22 Dec 2005, Carl D Cravens wrote:

CDC>Many of the indie game authors _want_ to approach this at a level such 
CDC>that the game dictates the campaign and adventure.  The extreme 
CDC>example of this is _The Mountain Witch_, which is essentially a single 
CDC>adventure with its own rules.  Its theme is "trust" and the mechanics 
CDC>are all about trust and betrayal.

I dunno about dictating.  I'm just thinking guidance on how the GM can 
dictate it.  (Or the group consensus can dictate it, if you go that way.)

CDC>Of course, you often can figure out the exact question until you've 
CDC>seen the answer. :)  I think the most concrete thing you can do most 
CDC>of the time is develop a theme.

I figure that's usually enough, since my games are not intended to be High 
Li-tra-choor.

CDC>The PCs are the crew of a free trader on the fringes of civilized 
CDC>space.  We start the campaign... no cargo, a tank of fuel, and enough 
CDC>credits to stay in dock for just twelve more hours.

So... you're saying that's where _Gavilan_ should start?  :}

CDC>This is where I find TSoY's Keys intersesting... because you can take 
CDC>The Key of the Hero and that tells me you want your character's story 
CDC>to be about heroic sacrifice.  But you can later decide you've had 
CDC>your fill of focusing on heroic sacrifice and buy off that Key, 
CDC>trading it in for The Key of the Broken Hero or something like that... 
CDC>which signals to the me that you want to tell a story about how these 
CDC>sacrifices have destroyed your life.  Or something like that.

Yeah, other than I think maybe "sacrifice" is wrong, because like I said 
Fastlane is a serial hero, so he never makes permanent sacrifices.  Key Of 
The Constantly Getting Back On The Horse What Threw You, anyone?

CDC>Now, you _could_ just do this entirely outside of the game...  just 
CDC>tell the GM what you want your story to be about.  But I like the 
CDC>formality, the concreteness, of Keys... they go on your character 
CDC>sheet and act as a constant reminder.  It takes an implied social 
CDC>contract and makes it explicit... it's in writing that if I don't 
CDC>include your Keys in the game, you can remind me about it because 
CDC>including your Keys is part of the rules, the explicit game contract. 
CDC>It makes it clear to me the elements you really want in the story.

The whole bit about Flags/Markers (which I've mostly read secondhand, 
though I did skim the original thread everyone's been pointing to... uh, 
http://www.indie-rpgs.com/forum/index.php?topic=18072.0 for anybody who 
hasn't been pointed there yet) kind of comes back to what I was wanting to 
do with the Hipster RPG... character sheet as a bunch of index cards, each 
with what they're calling Flags or Markers (I think I just called them 
features or traits, at the time).  Some would be abilities, since yeah, 
that's part of what I want the story to be about (very much so, in a 
superhero game).

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Sat

Dec 24
2005

01:55Z

Mas missing macho

On Fri, 23 Dec 2005, Karen J. Cravens wrote:

> I figure that's usually enough, since my games are not intended to be High
> Li-tra-choor.

I think most novels that get analyzed this way aren't meant to be 
either.  I'm just looking for useful tools... and I think "the 
question" is a lot more useful than a premise, because a premise 
presumes a particular outcome.

> So... you're saying that's where _Gavilan_ should start?  :}

That's what I was thinking about... thrown right into the crucible.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
  [  Wichita RP Community Resource -- http://www.wichitagamers.com/  ]
If you don't support shareware, who will?
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KarenCravens
Karen Cravens

Sat

Dec 24
2005

03:27Z

Mas missing macho

On Fri, 23 Dec 2005, Carl D Cravens wrote:

CDC>I think most novels that get analyzed this way aren't meant to be 
CDC>either.  I'm just looking for useful tools... and I think "the 
CDC>question" is a lot more useful than a premise, because a premise 
CDC>presumes a particular outcome.

I think so.  I'm not sure what the _Gavilan_ question will be, though.

CDC>That's what I was thinking about... thrown right into the crucible.

Oh, definitely (the wiki bits hint at that, if you've read that part), I 
just hadn't decided what particular crucible.

-- 
Karen J. Cravens  silver@phoenyx.net

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