ADVOCACY NARRATIVISM
PART ONE:
THE BASICS
This is a series
about a style of play in tabletop rpgs, Advocacy Narrativism, AN for
short. It details the why and how of the style, with most of its
emphasis being on how players make character decisions.
At it’s most
simple all AN really says is:
When making a
decision for your character.
Think about what
they would want.
Think how the
situation at hand might change that.
Be open to that
change.
Make the decision.
A lot of the ideas
below are expressed in far more eloquent ways by.
Jesse Burneko
https://playpassionately.wordpress.com/
Jesse Burneko
https://playpassionately.wordpress.com/
Christopher Kubasik
What follows is at
most a footnote to the work they’ve already done.
THE QUESTION AND
ANSWER MODEL
So one way to
imagine narrative rpgs is that you’re playing to find out the
answer to questions. Specifically questions related to a character.
Will Bob overcome his alcoholism and how? will Sue become a Death
god? will Jack and Mary fuck?
In general these
questions will begin forming in the set up phase of play and should
be fully formed within about a session. (as a rule of thumb).
Furthermore, the
player must be excited about answering these questions. They want to
play to find out the answer or otherwise why bother.
Now these questions might be explicit, such as clearly defined character goals, or implicit, the character is in such and such a situation. I don’t claim the questions are necessarily clearly defined and I don’t think they have to be. Although if you’re asked to make some of your questions explicit and can’t, you’re probably in trouble.
Now these questions might be explicit, such as clearly defined character goals, or implicit, the character is in such and such a situation. I don’t claim the questions are necessarily clearly defined and I don’t think they have to be. Although if you’re asked to make some of your questions explicit and can’t, you’re probably in trouble.
To reiterate, in AN
the purpose of play is to have a series of questions and to answer
them.
PLAY STRUCTURE
We can imagine a
sequence of play in the following way.
CHARACTER/SITUATION > ACTIONS > CONSEQUENCES.
A CHARACTER is in a
SITUATION they take ACTION that produces CONSEQUENCES that change the
CHARACTER and/or SITUATION which leads to a CHARACTER, in a
SITUATION...and so on.
This basic sequence, loops around to form a unit of play (campaign, series
of sessions or whatever) which is completed when all our questions
are answered. So the initial questions we have about a character
might change during the course of play, we then play to answer these new
questions, when we run out of questions our character is done and the
unit of play is complete.
ADVOCACY
NARRATIVISM: THE HOW
So we have a
character and some questions we want answering. We have a play
structure. What we don’t yet have is a principled way of making
character decisions. Deciding what actions the character will take
when faced with the present situation.
There are different approaches
to this but in AN we use a method called Authentic Creative Tension,
or ACT. So when your CHARACTER is in a SITUATION, you must ACT to
take ACTION. (it’s very clever)
ACT CIRCLE

The basic idea is that you take into account your characters interests, what they want/would do. Yet are still responsive to how the situation might change those interests. That’s the tension. Between your advocacy for the character and the demands of the situation.
Note that this
precludes making decisions based on the following criteria:
It would lead to
hi-jinx, drama, interesting things.
It’s the plot-arc
the player wants
It’s what the
character sheet suggests
It would be what the
character would do.
In AN we don’t do
any of the above things.
I want to draw
special attention to the last point, ‘what the character would do’.
In AN the character you are playing is capable of change (for better
or worse). You don’t just create a mental model of the character
and then respond to the situation based upon that. The character
themselves is in a state of flux. Otherwise you wouldn’t have
questions about them, you’d know the answer.
Now to really
complete the circle we need to add two more things that are in
opposition.
Players hopes and Playing to find out.
The player, probably
hopes that their character does the right thing, learns the right
lessons, ends up happy. Yet the player has also made a commitment to
playing to find out what happens. It would be very easy to make
character choices that lead to the character getting what the player
hopes. Part of authentic play is counterbalancing that with ‘finding
out’ and with advocating for INTERESTS and responding to SITUATION.
So that’s the
basics. In part two we’ll go more in depth on certain topics.

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