Forum changes: Editing of posts has been turned off until further notice.
Started by matthijs, June 18, 2004, 02:25:54 PM
Quote from: matthijsThe setting has an in-built conflict between Christian missionaries and the little people. This is connected with a general issue of civilization vs nature. The GM's premise is: "Can a dominant, expanding culture and a traditional, passive culture co-exist? In what form?"
QuoteHowever, players have other premises they address. Different time scales are involved, so the GM's premise is being addressed much more slowly. Sometimes it ties in with players' premises, other times it goes on in the background.
Quote from: matthijsGood point about how players can address premise on their own, but it's better (for unity and play experience) when players at least know of each others' premises. It spawns a new question (how to make players with different premises interact?), which has probably been asked gazillions of times, so I'll search the forums for threads on that.
Quotegames do not have premises, nor do characters. They have support for addressing certain kinds of premises. What premises are actually addressed come out entirely through play.
Quote from: Doctor XeroMuch of the above sounds like narrativism, yet I have been told that my grounding in genre means I run only simulationist campaigns.
Quote from: Hypothetical play exampleHyperman confronts a villain bend on destroying the city. He gets an opportunity to stop the villain by killing him. Will he do it? The player tells us "no".
Quote from: Eero TuovinenConsider:Quote from: Hypothetical play exampleHyperman confronts a villain bend on destroying the city. He gets an opportunity to stop the villain by killing him. Will he do it? The player tells us "no".Now, the above could be a sim or nar decision, you cannot tell which it is. Let's take a look at the head of the player:SIM: "Hmmm.... sure, I could take the chance, but it'd be no fun; superheroes don't act that way."NAR: "Hmmm.... on the other hand is the life of the city, on the other the principle of not killing, one that's deeply instated in the character I have. I will choose not killing, even if it puts the city at risk."GAM: "Hmmm.... I could take the villain now, but I'd lose the karma points. Better to wait until I can stop him without killing."
Quote from: Doctor Xero< laughter > No wonder the confusion! My best players and I would be thinking in this situation thusly:DR.X: "Hmmm... on the one hand is the life of the city, on the other the fact that superheroes don't act that way and I really, really want to be a superhero. I almost chose to kill him to save the city, despite my beliefs against killing and the fact that superheroes don't act that way... Can I really still call myself a superhero? Or am I a fraud -- to being a superhero and to being true to my own beliefs in the sanctity of all life!"I guess my best games could be labelled simula-narrativ-ist! < grin >
Quote from: M. J. YoungThere is only one question that needs to be answered in the situation above: are you most interested in exploring what it is like to be a superhero the way they are portrayed in the comics, or are you most interested in making a statement regarding when if ever it is good and right to kill someone?
QuoteI have been told that my grounding in genre means I run only simulationist campaigns.