Forum changes: Editing of posts has been turned off until further notice.
Started by John Kim, December 26, 2003, 05:17:24 AM
QuoteSo what he's doing is flinging the characters into the middle of a hideously complicated situation, and encouraging them to become important in it. The trick is that he really doesn't know the details of this situation; he's got Power Blocks and Relationships, but relatively few known details. So as the PCs go around talking to people and exploring the setting, they are also galvanizing and clarifying the situation.
Quote from: crucielIf you look at the whole model, it seems to me like Sim could simply be stripped out of the creative agenda layer and defined as the prioritization of the Exploration layer over the Creative Agenda (G/N) layer. <SNIP>It also accounts for other things not part of this discussion; like the social gamer (social contract over everything else), and the heavy immersionist (ephemera over everything else). I know this is contradictory to the model.
Quote from: GordonBut I agree very strongly about the second bit I snipped - preferences about things outside of CA matter, and talking about them more helps clarify what CA *isn't*. Which hopefully eases fears that GNS is ignoring issues that are very important to some folks.
Quote from: GordonOn the first bit I snipped . . . it seems to me that the act of prioritization is the very defintion of Creative Agenda, so you can't really strip Sim out of the CA layer - Exploration isn't anything until prioritization takes place, at which point we can identify a CA. So barring caveats about defining Immersion via in-game causality, I think John is quite right to identify Immersion/Fabulism as outside CA.
Quote from: Johna style of play and game design which focusses on in-game causes, reducing the visible impact of non-representational elements like plot points, scene breaks, and narration assignment.
Quote from: John"an active use of the imagination that, in the context of the shared story between players, possesses a logic that defies physics and responds to poetic concerns".
Quote from: crucielThe Immersionist definition John was using: Quote from: Johna style of play and game design which focusses on in-game causes, reducing the visible impact of non-representational elements like plot points, scene breaks, and narration assignment.It seems like the immersion he's referring to is about in-game causality. Actor Stance seems to be thrown in there too. Immersion is so icky and gooey that I hestitate to touch it anymore.
Quote from: M. J. YoungI think you can have narrativist and simulationist combat. What distinguishes these?...Just because it's combat doesn't make it gamist.
Quote from: M. J. YoungSimulationist combat is about whether the characters win or lose, and has no reflection (or very little) on the skills of the players.
Quote from: M. J. Young"Your character died." "Cool. Now we know what would happen."
Quote from: SilmenumeNarrativist – "Yeah, I was willing to die to uphold the chivalrous virtues." – Question of PremiseSimulationist – "Yeah, at least my character was brave enough to try and bought a little time for the town to evacuate in the process." – Question of Character and Situation