Measuring specific amounts of Peanut Butter and Chocolate

Okay, I can’t leave this alone yet, so… check it.
Let’s say we want to chart coherently Narrativist games on an x-y axis.
I’m going to arbitrarily make the x-axis the “RPG-ish” axis, and the y-axis the “Story-gamey” axis.
And the scale is… well, because of what I could think of (or crib) for criteria — 0 to 7 on both axis. You have seven criteria you check off for each axis, and that equates directly to the ‘score’ for that axis.
X-Axis: Protagonist-based
[ ] Strong person-to-character ownership
[ ] In-game currency tends to be character-specific
[ ] Story structure is largely focused through character POV.
[ ] Play structure tends toward scene/conflict
[ ] Use of task-resolution, or conflict resolution can ‘break down’ into higher-detail mode
[ ] Adversity mostly provided by one person (GM)
[ ] Limited narration distribution
Y-Axis: Story-based
[ ] Character ownership varies
[ ] In-game currency tends to be whole-group or player-specific
[ ] Story structure is largely focused at narrator-level POV.
[ ] Play structure tends towards “turns”
[ ] Conflict-resolution-based system.
[ ] Adversity-creation is distributed across participants.
[ ] Automatically distributed narration
As an example…


….I’ll do TSoY, since most folks know it.

TSoY
X-Axis: Protagonist-based
[X] Strong person-to-character ownership
[X] In-game currency tends to be character-specific
[X] Story structure is largely focused through character POV.
[X] Play structure tends toward scene/conflict
[X] Use of task-resolution, or conflict resolution can ‘break down’ into higher-detail mode
[X] Adversity mostly provided by one person (GM)
[ ] Limited narration distribution
Y-Axis: Story-based
[ ] Character ownership varies
[X] In-game currency tends to be whole-group or player-specific
[ ] Story structure is largely focused at narrator-level POV.
[ ] Play structure tends towards “turns”
[X] Conflict-resolution-based system.
[ ] Adversity-creation is distributed across participants.
[X] Automatically distributed narration (refreshment scenes)

Hmm. Okay, that’s maybe a bad example. Looking at Mortal Coil:

Mortal Coil
X-Axis: Protagonist-based
[X] Strong person-to-character ownership
[X] In-game currency tends to be character-specific (for some tokens)
[X] Story structure is focused through character POV.
[X] Play structure tends toward scene/conflict
[X] Use of task-resolution, or conflict resolution can ‘break down’ into higher-detail mode
[X] Adversity mostly provided by one person (GM)
[X] Limited and/or Specific narration distribution
Y-Axis: Story-based
[ ] Character ownership varies
[X] In-game currency tends to be whole-group or player-specific (for some tokens)
[X] Story structure is focused at narrator-level POV. (For theme document additions.)
[ ] Play structure tends towards “turns”
[X] Conflict-resolution-based system. (For theme document addtions.)
[X] Adversity-creation is distributed across participants. (For theme document additions.)
[X] Automatically distributed narration (For theme document additions… maybe.)

And you’ll see apparently contradictory things checked in there, because in some parts of the game, certain things are true, and in others, different things are.
And its squishy, a bit, in it’s definitions.
Anyway, just me thinking on the screen. Input welcome, stonings artfully dodged.
((Staving off a tangent: Don’t tell me you can put most of DnD on the x-axis. I know that, except for the fact that the x-axis is ‘elements that are used specifically to create thematic story’, and as we’ve said, DnD doesn’t have that Goal, so it can’t be charted on this thing. It would get all those checkboxes checked for a chart where the x-axis is ‘uses these elements to create tactically-challenging play.’))


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