Forum changes: Editing of posts has been turned off until further notice.
Started by Bastoche, September 27, 2005, 09:55:10 AM
Quote from: Valamir on September 27, 2005, 10:28:59 AMKeep in mind that while it is possible to articulate "today the premise we will be addressing is whether the ends justify the means" before play begins, that this is actually pretty rare in Nar play (especially more vanilla versions). Often only at the end of play can you look back and recognize what premise your game was addressing.
Quote from: Bastoche on September 27, 2005, 12:35:32 PMAssuming a band of characters has player-determined goals (as general or not or abstract or not they may be). Assuming that the GM doesn't rely to force to trace paths for these characters to achieve their goals and assuming that during play all players act in order to acheive their goals, would that be a type a vanilla Nar play? Is that example too vague to characterize?
Quote from: Bastoche on September 27, 2005, 01:31:34 PMI just don't understand how/where/when/by whom premise is introduced in vanilla play. It is addressed by all players but how can it be addressed if it's not defined upfront? Or is it defined as it is addressed?
Quote(meta: can we edit posts on this forum?)
QuoteI think in my example above, I mistook "goals" for "individual premise". Is it a mistake or can it be the same in some instances?
QuoteI just don't understand how/where/when/by whom premise is introduced in vanilla play. It is addressed by all players but how can it be addressed if it's not defined upfront? Or is it defined as it is addressed?
Quote from: Mike Holmes on September 27, 2005, 02:38:51 PMFor instance, in a game I might introduce some NPC of a certain type, and not remember that one of the PCs has a hatred for that sort of character. Given a situation in which the PC is supposed to keep the peace, suddenly the player goes, "Huh, what do I do, break the peace, or simmer?" Not explicitly in play, likely (though it happens), but just internally. Then the character makes a thematic statement like "I attack him!" or "I keep my mouth shut for the sake of the peace." A player not playing narrativism just misses it entirely.