Forum changes: Editing of posts has been turned off until further notice.
Started by clehrich, January 25, 2003, 03:01:39 PM
QuoteSuppose there's a gamemaster running an old school game in which the GM holds authorial power. He normally makes simulationist decisions as long as those decisions are also compatible with maintaining a minimal level of aesthetics in the emerging story through authorial artifice....Whenever following in-game-world causality would conflict with the stories' aesthetics, he always decides in favor of exercising authorial artifice rather than following the in-game-world causality....He would do this in order to avoid deprotagonizing a player-character, though he'd probably describe it in his own words as "not messing up the game by having a player-character get shot by a lousy mook at a completely inappropriate time."....
QuoteNow I look at wfreitag's example here, and I wonder. Suppose the GM here identifies "not messing up the game" with genre conventions; for example, this game is a 30's Pulp Daredevil kind of game, and in that genre major characters don't get badly hurt by random thugs except at dramatically appropriate times. So the Nar choice here would be made entirely on genre bases. If I read these discussions correctly, Ron feels that he can identify Premise at work in the above example. Because that implicit Premise is guiding GM decisions, those GM decisions are Nar. Therefore Premise-based decision-making is Nar.
Quote from: Ron EdwardsIf the GM sets "These Events Are the Story" into action, and everyone cooperates ... then "everyone" has not created the story.
Quote from: Ron EdwardsCruciel, seems to me you've pretty much paraphrased my essay's stuff on Premise. I'm not sure what to add to it.
Quote from: Jack Spencer JrQuote from: Ron EdwardsIf the GM sets "These Events Are the Story" into action, and everyone cooperates ... then "everyone" has not created the story. A minor clarification.Where do you see the GM taking information from the players and setting "These Events Are the Story" from this material?
Quote from: Ron Edwards2) Now, if you're talking instead about the players contributing Premise-oriented, decision/priority-oriented material to the GM prior to play or between sessions, then you're talking about prep that sets up for some Narrativism. That's what a Kicker is. This is important, though: it's not role-playing yet. We'll have to see the group in action before talking GNS. So far, it's just prep.