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What makes an TTRPG a "Narrative Game" (Apocalypse World Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9322442" data-attributes="member: 42582"><p>Upthread, you said this:</p><p>And that's not correct. "Developing a story" is not a creative agenda in The Big Model. Creative agendas are competition ("step on up"/gamism), addressing thematic premise via play ("story now"/narrativism), and - subject to some dispute - simply exploring/enjoying the imagined stuff for its own sake (sim).</p><p></p><p>There is no posited creative agenda of "developing a story".</p><p></p><p>Well, the element of "narrativism" that Edwards' describes is <em>addressing thematic premise via play</em>. And that is not present in all RPGing. For instance, when - about once every two years - I run a session of B/X or AD&D, that is not present. It's dungeons and 10' poles and the like all the way. (The creative agenda is low-stakes gamism.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9322442, member: 42582"] Upthread, you said this: And that's not correct. "Developing a story" is not a creative agenda in The Big Model. Creative agendas are competition ("step on up"/gamism), addressing thematic premise via play ("story now"/narrativism), and - subject to some dispute - simply exploring/enjoying the imagined stuff for its own sake (sim). There is no posited creative agenda of "developing a story". Well, the element of "narrativism" that Edwards' describes is [I]addressing thematic premise via play[/I]. And that is not present in all RPGing. For instance, when - about once every two years - I run a session of B/X or AD&D, that is not present. It's dungeons and 10' poles and the like all the way. (The creative agenda is low-stakes gamism.) [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Apocalypse World Discussion)
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