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how the narrativist be lookin when the battlemap gets pulled out
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>>96437331
*How the narrativist acts when you don't incorporate the party's backstories into the dungeon and instead use random tables to populate it.
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>>96437493
>random tables
How does it feel to know you can be entirely replaced by this?
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>>96437512
Who writes the random tables? If you're going to say "AI", then I'm not an artfag, but rule-based roleplaying games are one of the few things that AI is consistently bad (both playing and generating content for) at in my experience. Ironically, AI is extremely good at narrativist-style games without rules where retcons can occur at any moment (including me, the player, just claiming that something is canon now)
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>>96437331
He should fuck off and read a book instead of pouting.
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>>96437331
>narrativist
Shouldn't be at a gaming table if he doesn't want to play a game.
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>>96438114
>all table top games MUST have a battle map
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>>96438126
The ones that prominently feature battle as a challenge to overcome definitely must.
Saying "oh those goblins actually aren't close enough to hit with your sword despite me describing them standing before you last sentence and since you whiffed your strike, they stab your kidney and slit their hostage's throat gg no re" isn't gameplay.
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>>96438126
You know what system you're playing, and if you join a game that uses tactical combat then bitch about you you need to kill yourself.
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>>96437597
You're a chatbot who couldnt see the picture arent you
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>>96438152
>>96438155
Combat works fine in dark heresy and WoD without a battlemap, why not D&D etc?
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>>96437331
I was only introduced to battlemats with 4th Edition D&D, which essentially necessitated them. Never really used them before that. Weird.
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>>96438184
I wouldn't Know, I don't play your bogeyman. But I do play Warhammer 2E and it works so much better with a battlemat than it does theatre of the mind.
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>>96437331
>players can only like one thing
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>>96437331
You say this as though maps are used in every non-narrativist game. Not only is that not true, but I've been in games where we just decided not to use the map because we collectively agreed that the fiddly bits about distances were unnecessary for anything meaningful about playing that particular game.
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>>96437331
It's called role playing GAME. Theater kiddos can just leave and larp as their furry cumrags somewhere else
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>>96437597
Have you ever actually played a narrativist style game?
>>96438424
It's called a ROLE PLAYING game. Number autists can just leave and play with their meaningless spreadsheets somewhere else.
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>>96438380
/tg/ has enough trouble imagining people liking one thing, never mind more.
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>>96438483
>Have you ever actually played a narrativist style game?
Yes in middle school, and many portions of it (including the rules, but also the lore) were blatantly retconned in ways that did not care for cohesion (one player had to create a new character because the location he originated from was retconned). The game was more than just free-form roleplaying, we had dice and a class system with levels (every class was essentially a prestige class with a 1 digit number of levels) and detailed lore, but the actual rules changed so frequently that your knowledge would be outdated by the time you learned all of them. It was fun (mainly because there were at least 10 players at various times, meaning that friend/sibling favoritism was less obvious, and because I hadn't directly played an actual tabletop RPG then) and I got to write some of the rules, but I still greatly prefer games with only a single World Arbiter (the term for Game Master in the system I might eventually get to writing). Note that my perspective may be biased since the game ended around when I sperged out against metagamers and GM favoritism (even though I had become a secondary game master at that point).
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>>96439215
>Yes
>I played a homebrew still actively being drafted by middle-schoolers
>this means all narrativist games are bad
Stunning
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>>96439360
The game was awesome, I just disliked the narrativist parts of it, such as the GM having gods that actively try to stop the players from messing up his story, players being able to add whatever race or class they wanted to during character creation (although you at least had to roll a d100 to determine how powerful the game element you wanted to add actually was), and new locations/events/monsters/magic system rules being added to the game in a way that went far beyond improv into almost a narrativist version of being an adversarial DM.
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Gamists when the simulationist gets his spreadsheets put lmao
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>>96437512
it feels good, because now I get to find out what happens in the session just like my players
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>>96437597
>but rule-based roleplaying games are one of the few things that AI is consistently bad
Generative AI is consistently bad at everything, if you have enough expertise to judge its work.
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>>96438483
I hate to break it to you, but any activity involving deciding the character and behavior of someone who isn't oneself is roleplaying.
So, moving a figure across one of the battle maps you hate so much represents the behavior of someone who isn't the person moving it.
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>>96441254
You clearly don't.
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>>96438483
>Number autists
???
Having a map is the opposite of just relying on numbers. The spreadsheet is most relevant in theather of the mind combat.
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>>96441554
Name one use case and model that outperforms humans.
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>>96440764
None of those are narrativist and are just examples of bad GMing habits plus a system currently in process of creation/tweaking.
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>>96441722
The one you keep letting get you tilted on 4chan
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>>96442249
So not only are there no use cases, but you're seething about it.
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>>96441388
>>96438483
>>96438424
A role-playing game is a game in which the players make decisions as though they were a certain character. The decisions a player may make are diverse compared to other games. Tabletop role-playing games allow more decisions to a player than any other type of game. For instance, assume you are an adventuring knight who has just fought his way to the top of a dark tower where you find a comely young maiden chained to the wall.

What would you do? Some players may choose to simply free the maiden out of respect for humanity. Others may free her while hoping to win her heart. Instead of seeking affection, some may talk to her to see if they can collect a reward for her safe return. Then again, others may be more interested in negotiating freedom for fellatio. Some may think she has no room to bargain and take their fleshly pleasures by force. Others would rather kill her, dismember her young cadaver, and feast on her warm innards. As you can see, the number of decisions one could make with one simple situation can quickly become overwhelming.
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>>96442496
If you weren't so tilted you would have walked away by now
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>>96443777
>AI fag lacks self awareness
it's like pottery
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>>96441072
This is a concept that I have had difficulty getting some players to truly appreciate. They ask why I use random tables so often and I get the impression the want everything to be purposeful and hand-crafted.
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>>96441016
>the players when they TPK to the random weather table and freeze to death on a mountain



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