I would be fair on Johnny's player and let him pull his punches, so to speak.
Cheers,
Cam
by Cam » Tue Aug 07, 2012 9:32 pm
by MidnightBlue » Wed Aug 08, 2012 2:22 pm
Supplanter wrote:MidnightBlue wrote:Not trying to be a pest...I really am curious:
Why wouldn't you state your full intent before the roll?
I think that, like a lot of narrative systems, MHRP plays most richly if you don't over-specify prior to the roll. If you over-specify, you risk closing off narrative options too early. You also risk wasting everybody's time. Not trying to nail everything down ahead of time means that the serendipity of the die roll itself can become an inspirational element. My other passion is theatrical improv, so I'm pretty dedicated to the idea that too much premeditation interferes with creativity.
And remember, to the extent that it's meaningful to talk about an amount of narrative in a game session, it's not important whether it comes before or after the dice roll. What matters is that we all care about the narrative elements we're producing as we produce them, and that those elements meaningfully shape the course of play. Narrative elements we introduce after rolling the dice - including elements of intent - can often do that just as well as elements we introduce before rolling the dice, and sometimes better.
I wonder if, and I mean no disrespect here, part of our disconnect is that, as you say, this kind of game is still pretty new to you. You often discuss "mechanics" and "narrative" like they're almost opposed concepts. But MHRP's family tree is populated by ancestors that rejected that opposition. (The very first name in the "Thanks" section of the Basic-Game credits is Vincent Baker, IIRC. And Fate RPG injected a lot of genetic material into Cortex Plus too. Er, that didn't come out right.) There have been a lot of pixels spilled about how much is worth specifying in advance of a die-roll vs. after a die-roll if you prize narrative as a value in RPGs, and I almost just threw the term "fortune in the middle" into this post and left it at that. But then I realized it would make me one of those people.
Jim
by Thorguild » Wed Aug 08, 2012 7:49 pm
by Supplanter » Wed Aug 08, 2012 8:03 pm
by igorbone » Wed Aug 08, 2012 8:37 pm
by Thorguild » Wed Aug 08, 2012 8:51 pm
Supplanter wrote:That's pretty well put, Thorguild. It sounds like we might narrate more ahead of the roll than that, but the principle is the same.
I think you've helped me verbalize a key principle actually: Narrative is not intent, and intent is not narrative.
Jim
by Supplanter » Thu Aug 09, 2012 5:44 am
igorbone wrote:Well, the MHR core book actually encourages you to narrate the action you are trying to accomplish but also narrate what happens in case you fail the roll. I found that open approach very hard at first, but I started to get a hang of it and I think it improved a lot when describing scenes and possibilities.
by Johnny Awesome » Thu Aug 09, 2012 6:44 am
by MidnightBlue » Thu Aug 09, 2012 7:55 am
Johnny Awesome wrote:I agree. We don't waste time at my table with "what if you fail" descriptions. It's also a waste of creative "juices" IMO.
by Cam » Thu Aug 09, 2012 8:03 am