Shoggy wrote:A) Narrativism isn't telling a story, it's exploring themes within a story. There is always a story, no matter what kind of game you play. Calling Narrativism "telling a story" renders the term meaningless.
We've already been over this. Ron Edwards' personal definition of the word "theme" is not consistent with your definition, it's not consistent with the natural English definition of the term, and it's not even internally consistent. The word, thus, is meaningless. If you insist that Narratavism is "exploring a WARRRGARBL" where
WARRRGARBL is a word that
does not have an agreed upon meaning in this context, you've just insisted that it means... nothing at all.
The entire point is the Ron Edwards' tirades parse down to contradictions. They are so long because he's trying to make it an all inclusive model, so he has to encompass what are essentially opposing viewpoints. Unfortunately once you do that, you no longer have a thesis statement, a consistent worldview, or even definitions for your words.
Words like Narratavism only make any sense, only convey any
meaning when you take them away from Ron Edwards' pseudo-intellectual bullshit terminology and return them to the natural English that people assume the theory is talking about before they read into his actual works and get disappointed. That's the entire point of discussing "NEO-gns." And for that purpose, Narratavism is the portion of the game dedicated to storytelling. And yes, it's not particularly desirable to separate Narratavist elements from Gamist or Simulationist elements except in extremely obscure magical teaparty circumstances (see Munchhausen).
Shoggoth wrote:If the whole thins is a framework for...
Blow me.
Seriously. It's a game. It's not a framework for
anything. While people like the game elements and the role playing elements to occupy different positions of importance and different volumes in their Role Playing Games, claiming that the game somehow is a framework for only one of those is crazy talk.
You can have an interesting conversation about what people want the game to do or provide for their experience. Some people want it to resolve itself quickly so that they can move the story forward, other people want it to be challenging, or be itself entertaining, or time consuming, or very simple, or very random, or very predictable, or whatever. But the whole Ron Edwards concept that the Gamist Elements are somehow only something that a third of the people care about is fucking retarded.
His own "system matters" tirade actually shows how his concept that Gamism is not part of everyone's creative agenda is
bullshit. The game is part of everyone's desired experience. Otherwise they would do something else with their free time - possibly write, or watch a movie, or just hang out with friends in a cafe. People who want something different out of the game than you do aren't "non gamist in their creative agenda" - they just have a different ideal of what they want the game to be providing.
Not all games are hard, not all games are opposed. Not all games are simple, not all games are hard. But all games are
games. And just as Monopoly and Arkham Horror are very different board games, RPGs can be very different. Not by having some be gamist games and others not be - but by having the game elements of some games be sufficiently different as to satisfy people in different ways.
-Username17