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gestaltist's avatar

I’ve recently argued that the OSR maximize for an intellectual experience, and story games maximize for emotion, see here: https://gestaltistrpg.substack.com/p/the-eternal-dance-of-intellect-and

Your analysis helps me further refine my understanding at a mechanical level. I mention in the article that neotrad especially has an internal tension in that its rules are typically simulationist but the expectation from players is often an experience more like the one offered in story games. Your distinction helps me understand why that is, and also why story games aren’t more popular despite being better aligned with the fantasy of a heroic story.

Great article!

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Steve Townshend's avatar

While our views are normally very aligned, my experience with narrative games has been pretty different. I play mostly narrative games these days, but I tend to gravitate toward games that are so well conducted that they’re easy for anyone to understand and have a meaningful experience besides.

Thorny Games have impressed me most in recent years, with their games based on language (Sign, Dialect, Xenolanguage). Their games bring the structure with them and don’t require any particular storytelling skills; what they ask of players is very little, and yet the games are often profoundly meaningful. The design is very tight, very refined.

My favorite game in recent years is the Sentinel Comics RPG, an extremely narrative RPG that feels like a traditional one. That game constantly pushes toward story twists while granting heaps of player agency and telling players exactly what to do with these twists. It has enough mechanics to showcase big, splashy fights that are easy to remember play-by-play, since one thing affects another, yet the rules you need can cover a sheet of paper front and back.

I totally understand what you mean regarding the simulationist roots of traditional RPGs, and I completely agree that new players can grok the way these mechanics work. However, there’s a broad swath of the population that I’d be hard pressed to teach D&D to, yet they’d understand Sign, Dialect, The Quiet Year, The Skeletons, Microscope, and games of that sort far more easily. It could be we’re talking about different kinds of narrative games—I’m not sure. But I enjoy reading your thoughts, as always!

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