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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="clearstream" data-source="post: 9329855" data-attributes="member: 71699"><p>I noticed the same possible glitch as [USER=7025508]@Crimson Longinus[/USER], i.e. that it would seem OOC establishing falls rather on the telling-not-showing side. Yet I felt what you were getting at was a different distinction... which you've done more to spell out here.</p><p></p><p>One way I think about ludonarrative is as establishing story <em>potential </em>rather than story actuality. So whereas in a story we might have "The hungry caterpillar ate the leaf" in ludonarrative we need the potentials - an ambulatory caterpillar, leaf as food, effects of eating/not-eating food - and let it go from there. Notwithstanding this juicy leaf right here, our caterpillar might go explore elsewhere: the audience as author controls that.</p><p></p><p>If it's right to count OOC as telling not showing, then the distinction that matters isn't one between showing and telling, but between story told and story in potential. I probably differ from others in this thread in that I see it as an evolution of TTRPG tech with a historical association with one ism, but not locked to it. The tech did not create differences between trad-narrative and ludonarrative, it was formed (and is forming) around identifying and working real differences between them.</p><p></p><p></p><p>There is action in marketplace haggling or getting a fancy suit, and there can be conflict. It's Tuovinen you are thinking of</p><p></p><p></p><p>This can be pure coop, but it can also be fraught with conflict. Such as when there are resource limits or purposes to what is planned and designed.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9329855, member: 71699"] I noticed the same possible glitch as [USER=7025508]@Crimson Longinus[/USER], i.e. that it would seem OOC establishing falls rather on the telling-not-showing side. Yet I felt what you were getting at was a different distinction... which you've done more to spell out here. One way I think about ludonarrative is as establishing story [I]potential [/I]rather than story actuality. So whereas in a story we might have "The hungry caterpillar ate the leaf" in ludonarrative we need the potentials - an ambulatory caterpillar, leaf as food, effects of eating/not-eating food - and let it go from there. Notwithstanding this juicy leaf right here, our caterpillar might go explore elsewhere: the audience as author controls that. If it's right to count OOC as telling not showing, then the distinction that matters isn't one between showing and telling, but between story told and story in potential. I probably differ from others in this thread in that I see it as an evolution of TTRPG tech with a historical association with one ism, but not locked to it. The tech did not create differences between trad-narrative and ludonarrative, it was formed (and is forming) around identifying and working real differences between them. There is action in marketplace haggling or getting a fancy suit, and there can be conflict. It's Tuovinen you are thinking of This can be pure coop, but it can also be fraught with conflict. Such as when there are resource limits or purposes to what is planned and designed. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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