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  1. Campbell

    What Games do you think are Neotrad?

    I'd likely say the personal story of the characters and reinforcing players' conceptions of their characters taking precedence over rules as GM rather than just story generally taking precedence (where GM directed plot is a norm of middle school (1990s design) / trad design).
  2. Campbell

    What's great about RPGing?

    I think the most important thing is that there are many things that are great/unique about the medium. For me personally the capacity to dynamically frame situation and build a setting as we go with fairly minimal effort is one of its' biggest advantages. It means we can build off the things...
  3. Campbell

    D&D (2024) The sorcerer shouldn't exist

    There is not just one reason to create a rule or a piece of lore. Sometimes one comes first and justifies the other. Sometimes its uno reversi. One is not more valorous or normative than the other. Roleplaying game design is about synthesis of these things to create both compelling gameplay and...
  4. Campbell

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

    I don't dispute that people feel more comfortable with a process of play they are more accustomed to. What I dispute is that this is actually the case. How plausible, consistent or credible an established element of the fiction is has far more to do with the thought process around it than who...
  5. Campbell

    D&D General One thing I hate about the Sorcerer

    I think if you want the current Fighter and Warlord to exist within the same class chassis you have to reduce the footprint of things like extra attacks, action surge etc to leave more room for customization to occur. Otherwise, you are only going to ever be slightly a leader of men. It's never...
  6. Campbell

    D&D General One thing I hate about the Sorcerer

    As an inside I really hate the word 'mundane' being used as a stand-in for not supernatural. It breathes life into the notion that only magic can be incredible, fantastic, special. Looking at all the things that exist in our world and calling the artistry of the great architects, the prowess of...
  7. Campbell

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

    As an addendum to the post above I'm more than happy to have a discussion about technique and what sort of designs are best for which sorts of play experiences, but no one is going to get very far with me by saying that only certain play agendas or desires are worthy. That includes stuff I'm not...
  8. Campbell

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

    This thread be like... Basically, instead of liking the things you like, and playing games well suited to the things you like, you should instead like the things I like and play exclusively in the way like. At the end of the day not every game needs to be for everyone and even for a...
  9. Campbell

    D&D General One thing I hate about the Sorcerer

    At a certain point it becomes hard to reconcile. If you see an ancient red dragon or a gaggle of fire giants and it seems like a reasonable idea to sword it/them to death, it's likely you have left the just a guy territory.
  10. Campbell

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

    I could cut through the bravado in this post with a knife. Wanting a different arrangement of GM responsibilities and set of authorities is not caused by some sort of abuse. It's just about wanting a different sort of play experience. This sort of indie RPGs as a response to bad experiences...
  11. Campbell

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

    What conflict resolution (especially the more moment to moment sort seen in Apocalypse World) does is it continually volleys the ball back to the GM to frame situations/scenes that speak to the premise of the game or the characters. Task resolution inherently results in focusing on things...
  12. Campbell

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

    I don't know how much experience has to do with it. My own anecdotal experience is that it's much easier to newer players than players who are used to the GM and/or system sort of owning consistency. While I think taking ownership of the fidelity of the fiction is a skill all players should...
  13. Campbell

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

    Mechanically, any game that is rooted in rationed and strategic use of discrete abilities over a specific time frame is not going to be very well suited to the loose sense of time and space you need to have in any game where the GM is framing situations with an eye towards staying on premise. If...
  14. Campbell

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

    Ah. Mostly my sense is that Daggerheart is a game that expects everyone to be invested in maintaining the integrity of the fiction. So like when taking action you should be mindful of does this make sense in fiction? instead of just thinking about the downstream benefits of taking that action...
  15. Campbell

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

    I have seen "narrative game" used to refer to: Fairly traditional games that utilize some sort of GM side meta-currency to enact narrative changes or power NPC special abilities (2d20, Year Zero Engine games like Coriolis, FATE, FFG Star Wars) Games that use free descriptor tags instead of...
  16. Campbell

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

    This is going to be a really hard conversation to have because you likely do not consider things I consider to be instrumental to the design of a game like Apocalypse World to be part of the system. Things like the way hard and soft moves work, PC-NPC-PC triangles, threats, gigs, GMing...
  17. Campbell

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

    I don't view protagonism as a universal good or a synonym for my decisions mattering. Moments of protagonism are about your character's concerns and desires being central to the situation at hand and the decisions you make being instrumental and how those situations turn out. That happens...
  18. Campbell

    Paradox kills Chronicles of Darkness with The Hedge being the last Changeling the Lost book

    It's a sad day. I used to hold up what we saw in the simultaneous support of V20, Requiem and Vampire 5th Edition as the high watermark for the hobby. Thanks for all the fish, Onyx Path Publishing. You produced far and away my favorite versions of my most beloved games.
  19. Campbell

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

    It's wrong about the games that were designed around its methodology? Many of which Daggerheart is inspired by? Say what you will about the other essays, but the Story Now essay was laying the groundwork for games that were actively being designed and developed at the time. Games like Blades in...
  20. Campbell

    What Games do you think are Neotrad?

    For my part, while I think Clinton makes some good points, I ultimately disagree with him. I think it's true that there are many tables that are still ultimately organizing their play around providing challenges that just have certain aesthetic preferences I also think there are certain ways to...
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