LeviKornelsen, (edited )
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    Dreampod,
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    @LeviKornelsen maybe mechanics that incentivize story creating action.
    I'm thinking of stuff like a Cortex game that uses values as a die set. If you do stuff that narratively is based on a particular value you get an extra die so players are encouraged to drive their actions based on beliefs which, over time, creates a story about their beliefs and it's evolutions.

    neilnjae,
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    @LeviKornelsen I think the heavily constrained mechanical arc of My Life With Master doesn't quite sit in category 3.

    Games like Montsigeur, Rosenstrasse are also, I think, a bit outside your categories: the "plot" is defined but the "story" comes from choices within it.

    LeviKornelsen,
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  • neilnjae,
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    @LeviKornelsen Cool, as long as they're in there somewhere!

    erich,
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    @LeviKornelsen I’m sure you’ve explained this before (given your prolific output), but I’m not finding it with a search:

    What are “ritual conversion structures” in this context?

    Also, where are you counting something like the beat structure from Hamlet’s Hit Points or the gamification of narrative currency like DramaSystem?

    LeviKornelsen,
    @LeviKornelsen@dice.camp avatar

    @erich - Ritual conversation structures are like the bargaining methods and the formal language in Polaris: Tragedy in utmost north (there might be a "chivalric" in there too?). They're relative rarities.

    malin,
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    @LeviKornelsen

    • Flashbacks (as in Blades in the Dark).
    LeviKornelsen,
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  • malin,
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    @LeviKornelsen I suppose so, but then a few things could cross boundaries.

    I've got Story Points (5 XP for a backstory element, which does a current thing), which counts for 8, 5, 3, and possibly 6 (since the 'current thing' brings in a henchman, who can become a PC later).

    LeviKornelsen,
    @LeviKornelsen@dice.camp avatar

    @malin - These are fuzzy categories for sure; I only need them to stand up enough to be, like, "Here is a big menu to consider!", though; heavy rigour isn't a necessity.

    malin,
    @malin@dice.camp avatar

    @LeviKornelsen
    If you need examples for 3, the (objectively) greatest system-for-story device comes from a Dr Who Initiative system.

    • Anyone speaking goes first.
    • Anyone using items goes second.
    • Third comes fleeing.
    • Fourth is combat.

    This would be really stupid in any other game. But if you think through any scenario, you can see it spilling out a perfect Dr Who scene.

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