Can theme and character arc belong to simulationists too?
Che and Pat dive into the contested legacy of the Forge movement and argue that emergent story lives just fine without narrativist gatekeeping.
They critique the GNS model's dominance, share war stories about players being told they're "doing it wrong," and explain why "author stance" leaves them both exhausted. Pat draws from his Dire Passages and Star Trek campaigns to show how setting themes and timelines can guide play without prescribing beats. Plus, they lay out the six priors shaping their long-form GURPS sessions and weigh in on why they play games instead of collecting them.
This one's for anyone who's ever been told their table doesn't count.
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