Re: Narrativism, again.

From: gamartin_at_...
Date: Wed, 24 Oct 2001 14:12:12 -0000

> Again, I don't see how that's a "useful" definition. Nor is it
> an applicable one to HW, which in several places is
> clearly "modelling
> the world", in greater or lesser degree. (It also seems a curiously
> irregular word formation if "narrative" means "pertaining to
> characters". You'd think it'd have something to do with, well,
> the narrative...)

And, can you have a narrative without characters? No. In fact, narrative is the exploration of character, and the observation of the growth of character as the conflicts which they experience are resolved. "who did what to whom and why" is the basis of every story. Character interaction is the meat on these bones.

This game is intended to address story structure directly, to embed the mechanics in the narrative (character driven) structure rather than just in an abstract model of a world in which the characters move about. That is what distinguishes it from systems primarily modelling a worlds cause-and-effect from a simulationist angle.

> Oh, I grok it just fine, thanks. But how did we get back to that
> topic?

Because, I started to ask if you were running the game in real-time, essentially simulating the life experience of the characters, or in a dramatic structure with explicit episodes. It might be that if you are using the constant time structure, you are trying to adjust wealth to reflect the current cash value of a character and not seeing the reset-to-default effect; this was the point about the BatCar.

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