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  1. 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...
  2. 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...
  3. 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...
  4. 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...
  5. 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...
  6. 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...
  7. 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...
  8. 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...
  9. 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.
  10. 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...
  11. 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...
  12. Campbell

    What Games do you think are Neotrad?

    The question about simulation being an agenda or not is not about whether or not how closely a game simulates X or Y is an important element of a game's design. It obviously is to some people. It's about if it's the objective or simply a set of aesthetic tolerances will pursuing some other...
  13. Campbell

    What Games do you think are Neotrad?

    Clinton R. Nixon simply asked if simulation was an agenda, something you actively did at the table. His hypothesis was that simulation was a component of design, but not what we actively set out to do. Ron was among those who disagreed. It was never really about whether or not coherence...
  14. Campbell

    Spoilers X-Men '97 spoilers

    I loved Scott's response to that reporter. One of my favorite moments so far. Shows how much he's sacrificed but also a bit of how he really views himself (in a way that's not entirely dissimilar from Magneto).
  15. Campbell

    When, How and What Do You Play?

    I have enjoyed playing it, but I am not sure I would run it or play it again. The core of how the game works with its intertwining mysteries, day and night phases is really good. However, the pacing of playbook specific threats and like progression towards the confrontation with the mastermind...
  16. Campbell

    From Bespoke to Universal: Let's Talk About TTRPG Systems and Themes

    Generally, not hard you do this, or they do that, but rules that absolutely influence how your character behaves either through impacting how difficult certain courses of action are or providing a reward for going along with social influence (meta currency or experience usually) are a component...
  17. Campbell

    When, How and What Do You Play?

    Tuesdays (weekly) over Discord with @Manbearcat @hawkeyefan and one other player. Right now, @Manbearcat is running The Between which should last for a few more weeks before we give Daggerheart a try. What we end up playing has largely up to group discussion based on games we are both interested...
  18. Campbell

    Daggerheart 1.3 playtest dropping Tuesday.

    If it is an issue, I'm not sure why the solution must be to make the game more like D&D and less like Apocalypse World instead of the other way around. It's not just that people seem to be locked in it's that people seem bent on making the game a worse experience who like the game as constituted.
  19. Campbell

    From Bespoke to Universal: Let's Talk About TTRPG Systems and Themes

    Not at all. Just that would result in a game that plays nothing like Monsterhearts in the same way the Cortex Plus Exalted hack plays almost nothing like Exalted Third Edition (and that stuff is by design).
  20. Campbell

    Daggerheart 1.3 playtest dropping Tuesday.

    I hope the optional rules stay optional. For the most part I like the structural changes, though I would like failure with fear to be GM Move + Fear while retaining it being a choice for Success With Fear. The environment statblock are a very cool tool. I am a little disappointed that the...
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