Re: The book says many things (was Narrative Abilities are crap?)

From: Nick Hollingsworth <nick.hollingsworth_at_...>
Date: Sat, 22 Jan 2005 09:56:02 -0000

"bankuei" <Bankuei_at_a...> wrote:
> > it is currently
> > very hard to point anyone at a coherant explanation of
> > how to prepare and play in a narrativist style.
>
> I wouldn't say so, there's quite a few examples, I'll even list
them in "newbie-friendliness":
> Primetime Adventures, Dust Devils, Inspectres, Dogs in the
Vineyard, The Shadow of
> Yesterday, Nine Worlds, Sorcerer & Sword + Sorcerer's Soul.
>
> Many of these have excellent and explicit directions for setting
up conflicts without
> predetermining tons of events and outcomes.
>

Oh OK. I was thinking The Pool. My Life With Master. Sorcerer etc. And I was thinking of those the ones with the most practical advice would be Sorcerer and its suppliments - but they are *very* hard to get the meat out of IMO. It was Sorcerer I was thinking of earlier when I said you have to have managed to understand it before the explanations make sense.

However there has been a lot of posts on the Forge recently that take all the theory and boil it down nicely to practical advice thats actually readable and understandable on first pass.

> And, actually, this "recent" arty stuff goes back all the way to
some adventures for Tunnels
> and Trolls... Goes back to making your myths and themes as a
group, before, or during
> play, even for some folks playing RQ. Naming it narrativism may
be recent- but the style
> of play has been there a long time. Mostly people shoveled it
under improv or freeform
> without looking at the actual beast itself :)

I am not sure I agree. You can trace a lineage back through a lot of games and everyone learned to improvise to a greater or lesser extent right from the start. So bits were nocking about but they were incoherant. But I was thinking of the emergence of the whole as a critical mass of recognisable and interrelated set of identifiable techniques and attitudes: Kickers, Bangs, R-Maps, Settings not scenarios (for which I would argue Griffin Mountain was the harbringer), Fortune in the middle, Rolling dice in the open & Never deprotagonising character, Scene framing, etc etc. None of this was going on with T&T for example. At what point for example would you feel that people appreciated the necessary difference between a Plot Hook and a Kicker?

Anyway. Lets not get all Forge-esque; we can do that at The Forge. I feel a little unease that this may all drift off topic for this list.

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