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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)


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Yes, that’s what allows players to drive the game.

Unrestricted GM authority is a quality of more traditional games. @pemerton ’s point was it’s odd to claim unrestricted authority for the GM leads to something other than GM led play.

You MUST restrict the GM’s authority if you want to have player-driven play.
Eh. In any game unrestricted GM authority only exists de jure. De facto it is always restricted by principles and conventions.
 


Micah Sweet

Level Up & OSR Enthusiast
Eh. In any game unrestricted GM authority only exists de jure. De facto it is always restricted by principles and conventions.
And that's fine, and in fact necessary. However, as soon as the rules put those restrictions in print it becomes a different thing. Not bad, but different.
 

See, I like this definition pretty well. I could probably nit-pick the first half of it a tiny bit, but lets not. The second part, the 'what it is not' I think is pretty much spot on. So, what would be the thing that does this establishing a 'main plot' and 'warping everything'? That was why I mentioned Phandelver a while back, because it seems very typical of D&D adventures these days. The players DO get to choose where to go, but not much else. There IS a main plot, "you have been tasked with finding an ancient lost mine and getting the information back to your employers."
Yes. And you're again back at the APs. If your point is that APs tend not to produce particularly player driven play, then that is obviously trivially true. But can you comprehend that one doesn't have to play APs?

Narrativist systems work to produce something like the former. Just taking the example of Dungeon World, there is no story because there isn't, initially, any 'myth' to base that story on. There's no core premise baked into the system, beyond the PCs are heroes, which sets up the possibilities for the rest of it. The GM EXCLUSIVELY defines the setting, with effectively no mechanics to let the players do that, so the GM 'owns' the conflicts/obstacles. However, the game explicitly defines its 'ethos' and supporting techniques such that the GM asks questions, uses the answers, etc. Given that the GM has no story agenda and no myth, this ties everything back to the players! This is why we call designs like this 'narrativist'. The GM even gets to define stuff that the players react to, AFTER the PCs have been created, their bonds defined, etc. and the first session played.

I really have nothing against trad play. I just think it is considerably less 'about' the PCs. The test for me is, could a given setup simply swap in different PCs and go ahead? That really couldn't make sense in DW play, for example. Its built AROUND the players and their characters, whereas D&D, yeah, it may EVENTUALLY get close, but you could definitely plug different characters in at the start and still end up with the gist of the action being almost identical.
No you couldn't. Hell, look at Critical role. Huge chunks of the content revolves around personal stories of the characters. Swapping different characters would produce completely different campaign.

I think people are massively overvaluing the impact of the system on any of this. I really don't see my Blades play to be anymore player driven than my D&D campaign, and the one person who is a player in both agrees. They are different in ways how player influence manifests and what limits it, but the overall level of influence is not drastically different.
 

I do consider that to be a narrative mechanic, yes. Also, are you telling me that no ability in any AW playbook allows a player to have any control over the fiction beyond what their PC is in-universe capable of? If you say yes I'll accept that, but frankly it's hard to believe.

Yes, people do not mean WW style games when they say narrative, narrativism fans have been loud enough that most people know that that is not what it means. It is associated vaguely as some sort of opposite of simulationism, where the mechanics run more on story logic and the player may have influence to the fiction by means not causally related the direct actions of their character. For example I think most people would think flashbacks and quantum gear from Blades as narrative mechanics, they wouldn't think humanity from Vampire as such.

I think the bolded bit applies.
 

Yes. And you're again back at the APs. If your point is that APs tend not to produce particularly player driven play, then that is obviously trivially true. But can you comprehend that one doesn't have to play APs?
Several APs, such Rime of the Frostmaiden and call of the Netherdeep try to do something about that, but there is only so much an author can do when they can’t read the PC’s backstories.

Perhaps they should print “this is only an outline, the GM is expected to add material of personal relevance to the PCs” in giant block capitals on the cover?
 

If you conclude that Czege, Edwards, Baker, Crane and crew "dont' actually like RPGs", I think you need to go back and re-read.

I suggest you take your own advice, given you're both projecting something I never said while simultaneously missing some important context.

As I've said to you before, you should ask questions if you don't know what someone means.

The fact that you can't see player-driven, protagonistic RPGing through any lens other than "bad DMs screwing over their OC characters" makes me think that your conception of RPGs not only centres, but is confined to, GM-driven stortyelling of the sort that became predominant in the mid-80s or thereabouts.

Case in point, this is a very shallow surface level interpretation of what I said that, frankly, just betrays the fact that you skipped my entire post and just skimmed the parts where I got critical of the forge.

And just for the sake of argument, because we are online and thats what we do after all, as I related in my post, player-driven gameplay is fundamental to all games. Its what makes them games, and even the most barely interactive visual novel video games are fundamentally player driven. There is no story without the players.

That simple truth is universal, and remains so even in my own system, where the only interaction required from the players to allow all kinds of stories to begin emerging from the gameworld is that simply play the game, thus allowing Time to advance and all of the mechanics to start kicking off of each other.

So in the descriptive phrase "player-driven protagonistic", the first half of it is revealed to be so broadly applicable as to be completely meaningless, and effectively serves the purpose of being a bespoke synonym for "game".

I'm sure you'll try to point out the term is in reference to the story being told (despite the fact that in other arguments you've vehemently denied that story telling is what you prefer to do), but even from that perspective, it only supports my original point. Those same bad DMs are also the ones who stopped running sandboxes in the 90s and started trying to do Dragonlance in all but name.

The Sandbox is the original form for RPGs and every single one in existence runs at its best as a sandbox. The issues that arise from poorly designed Modules or GMs trying to shoehorn in a plot all, fundamentally, stem from the industry wide incapability to teach these games to their players. Which, I'll add, stems from something I've argued in the past, as the improv game thats fundamental to all RPGs is still taught from person to person, and few if any games ever try to touch on it, nevermind comprehensively and in a way that teaches people how best to do it.

Anyway, I've already addressed the other half of that phrase as complete hooey rooted in a fundamental misunderstanding of how game protagonists work, no doubt again only done out of desire for bespoke jargon to apply to a completely unrelated problem. That being the idea of characters not being satisfying to their players, which can come from all kinds of places mechanically, but in this context is pretty clearly rooted in a pre-conceived (re: storytelling) notion that the character will or will not be X,Y, or Z and any deviation is a fault of game design or GM mismanagement, and not the competance of the Player and their willingness to embrace the game itself as an equal player in the improv game.

As a supporting thought, in video game land there's a definite trend among long-term "hardcore" gamers where eventually they have to learn to play a game on its own terms. Rather than booting up, say, Tears of the Kingdom and rushing all the best stuff and getting all the towers, what Tears itself wants you to do is to get lost in the world, particularly because it assumes you've played Breath of the Wild, and you will naturally be compelled to go visit the more iconic places of that game to see whats changed.

And you're rewarded when you do this. The slower intended pace of the game leads to far more of the games best content, and the environmental storytelling is incredible, and something you can only appreciate when you stop coming into the game with preconceived notions about what you, as Link, are going to do and be.

You can go to any video game with this philosophy, and it will be a much more enjoyable experience, even if the game itself is truly mid or even bad. Its almost like game designers had a vision and you can ruin it for yourself if you fight too hard against their grain.

Coming back to Tabletop Land this same advice doesn't just apply to Players, but to GMs too. After all, one of the biggest hurdles GMs have to deal with is learning to trust the dice, and their games always come out for the better once they do.

When one suggests that their character and their story as it was told wasn't satisfactory, I'm willing to bet its deeply rooted in simply not trusting the game itself, and the GM is simply the unfortunate middleman given for most games they facilitate the game being run at all.

Thats actually pretty core to why I appreciate Ironsworn, because it was designed from the ground up to be run without a GM, and so there's no actual way to lose sight of why a given character and their story didn't work out. And in those games in particular, you'd be missing out on a lot of the experience they have to offer if you stop trusting the game, and that doesn't change if a GM gets involved.

After all, system matters right? And the GM is a part of that, like it or not, and the system matters whether is Apocalypse World or DND5e. If you don't trust the system, you don't trust the game, and you're gonna have a bad time.

Which, is why my fundamental philosophy is to just stop faffing about with all this esoteric stuff and to just play.
 

I've spun off from this thread into one about Apocalypse World. Although has anyone had anything significant to say about Daggerheart after the first page.

I think people are massively overvaluing the impact of the system on any of this. I really don't see my Blades play to be anymore player driven than my D&D campaign, and the one person who is a player in both agrees. They are different in ways how player influence manifests and what limits it, but the overall level of influence is not drastically different.
System matters - but it comes third behind group and DM.

Comparing what was a year ago my Apocalypse World and D&D groups (currently playing Stonetop and my 4e retroclone respectively as both campaigns finished) I would absolutely call the AW group more character driven than the 4e one - but I picked the system to match the players. If they were to swap systems the main thing that would happen would be that both groups would have a much worse time as the PbtA group would hate the sheer volume of spells and Stuff that doesn't help them play what they think the fun part is while getting in the way, and at least two and possibly three of the D&D group would feel they were losing control of their own characters. And I'd be fighting both systems much more to give the players the experiences they want.
 

For example I think most people would think flashbacks and quantum gear from Blades as narrative mechanics
This despite the fact that flashbacks are a dyed in the wool genre-sim mechanic that replicate the scenes in films like Oceans' 11 and shows like Leverage where the flashback happens. It's no different that way from allowing a toon character to play silly games with painting things. And "quantum gear" is an "I can't be bothered to track this junk in detail" mechanic, little different from the D&D Spell Component Pouch.
 

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