M
Malenfant
Guest
I moved this from the Trade thread so it wouldn't derail that discussion, cos it's an interesting topic...
A reasonably digestible explanation of GNS for those unaware of these definitions. I do wish Ron Edwards would write in plain english instead of throwing tons of obscure jargon around - and he does go on and on and on for ages sometimes (but not in these articles, thankfully).
But you raise an interesting point. What sort of gaming style does Traveller naturally lend itself to? Accepting that these are fairly arbitrary labels, is it gamist, narrativist, or simulationist?
The biggest part of this hobby is gamist. D&D - in its default form - is all about killing monsters and taking their stuff and getting gold and xp and going up levels. Sure, it can expand way beyond that, but that's the key, basic concept of the game for most people.
In second place is White Wolf, with its Storyteller system that encourages more narrativist play. Though I think a lot of people actually play it as a gamist munchkin fest where they want to get as many dots as possible on the character sheet
. It's nowhere near as narrativist as some of the indie games out there (and the largely incomprehensible (to me) stuff that comes out of the Forge)
Then we have things like Rifts and GURPS. Not very narrativist. Rifts is gamist/simulationist, and GURPS is mostly simulationist.
Now, speaking for myself, I'm actually more narrativist in play - but I like my universes to feel real. I don't believe there's anything preventing one from having a story-driven game focussing on specific issues or morals in a realistic universe. That way, you can have consistency and realism while maintaining a good story.
Does Traveller encourage narrativism? Actually, no - I don't think it does at all. It tries to encourage a realistic universe, but as a game it gives you no mechanical support or encouragement for narrativism at all. There's no 'hero point' system, there's no 'character trait' system or 'beliefs' system. The CT lifepath system (and world generation, for that matter) is basically just "roll a bunch of random stuff and make something of it if you can" - this is not a narrativist approach, this is just foisting randomness on people. There's no specific moral premise or emotional theme to Traveller.
Traveller seems like a game that encourages a very simulationist approach to me. You may be struggling against the current to try to force it into a more narrativist approach.
A reasonably digestible explanation of GNS for those unaware of these definitions. I do wish Ron Edwards would write in plain english instead of throwing tons of obscure jargon around - and he does go on and on and on for ages sometimes (but not in these articles, thankfully).
Funny, I mention WW a lot.originally posted by Cad Lad
Back to the overall issue at hand, narrativist rpg-ing is a big part of this hobby and T5, along with the current forms of Traveller, need to keep this in mind. Some of you grognards not dismissing that style of play would be a good start. It's interesting, but whenever anyone writes about other, successful, games on this board no one ever mentions White Wolf. Love it or hate it, White Wolf is probably one of the (I'd guess second) most successful companies produceing rpgs at present, and they are solidly in the narrativist camp. I think Traveller could learn some needed lessons from WW and their products and wonder why there doesn't seem to be that many people who are fans of both.
But you raise an interesting point. What sort of gaming style does Traveller naturally lend itself to? Accepting that these are fairly arbitrary labels, is it gamist, narrativist, or simulationist?
The biggest part of this hobby is gamist. D&D - in its default form - is all about killing monsters and taking their stuff and getting gold and xp and going up levels. Sure, it can expand way beyond that, but that's the key, basic concept of the game for most people.
In second place is White Wolf, with its Storyteller system that encourages more narrativist play. Though I think a lot of people actually play it as a gamist munchkin fest where they want to get as many dots as possible on the character sheet
Then we have things like Rifts and GURPS. Not very narrativist. Rifts is gamist/simulationist, and GURPS is mostly simulationist.
Now, speaking for myself, I'm actually more narrativist in play - but I like my universes to feel real. I don't believe there's anything preventing one from having a story-driven game focussing on specific issues or morals in a realistic universe. That way, you can have consistency and realism while maintaining a good story.
Does Traveller encourage narrativism? Actually, no - I don't think it does at all. It tries to encourage a realistic universe, but as a game it gives you no mechanical support or encouragement for narrativism at all. There's no 'hero point' system, there's no 'character trait' system or 'beliefs' system. The CT lifepath system (and world generation, for that matter) is basically just "roll a bunch of random stuff and make something of it if you can" - this is not a narrativist approach, this is just foisting randomness on people. There's no specific moral premise or emotional theme to Traveller.
Traveller seems like a game that encourages a very simulationist approach to me. You may be struggling against the current to try to force it into a more narrativist approach.