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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="hawkeyefan" data-source="post: 9331869" data-attributes="member: 6785785"><p>I've said it already. You just shrug and say "but other games can do that" or "no, that's not any different". The way you're describing your Blades game as "just criminals doing criminal stuff" makes me think you're not really invested in it, or maybe the GM isn't, or maybe the entire group. </p><p></p><p>That lack of investment could be from ignoring the principles of play or the principles of GMing. While these are not "mechanics" in the same sense as dice rolls and action ratings and the like, they are (or rather should be) just as binding. They're not suggestions. That's the author telling you "<strong>This </strong>is how you should play the game". Yes, you can change that if you want, but that will have consequences. </p><p></p><p>In your case, it seems to me like you guys are ignoring the principles, the resultant game is not as compelling as it could be, and you're wondering why. </p><p></p><p>But I can't really say for sure. I've asked you to elaborate on your game a bit, and you give the most basic and non-detailed answers "because we needed to frame another crew" and "why? oh because we needed to keep them busy". </p><p></p><p>I can't just continue to try and pull these details from you in the hopes that eventually a complete enough picture to actually evaluate emerges. </p><p></p><p>If you want to talk about your game of Blades, then let's talk about it. Let'd not reference it and then shrug at requests for further details. Let's put it under the microscope and actually examine it, warts and all.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9331869, member: 6785785"] I've said it already. You just shrug and say "but other games can do that" or "no, that's not any different". The way you're describing your Blades game as "just criminals doing criminal stuff" makes me think you're not really invested in it, or maybe the GM isn't, or maybe the entire group. That lack of investment could be from ignoring the principles of play or the principles of GMing. While these are not "mechanics" in the same sense as dice rolls and action ratings and the like, they are (or rather should be) just as binding. They're not suggestions. That's the author telling you "[B]This [/B]is how you should play the game". Yes, you can change that if you want, but that will have consequences. In your case, it seems to me like you guys are ignoring the principles, the resultant game is not as compelling as it could be, and you're wondering why. But I can't really say for sure. I've asked you to elaborate on your game a bit, and you give the most basic and non-detailed answers "because we needed to frame another crew" and "why? oh because we needed to keep them busy". I can't just continue to try and pull these details from you in the hopes that eventually a complete enough picture to actually evaluate emerges. If you want to talk about your game of Blades, then let's talk about it. Let'd not reference it and then shrug at requests for further details. Let's put it under the microscope and actually examine it, warts and all. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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