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

    Something I intend to do for my game is introducing what I've dubbed the "Campaign Builder". With the way my Questing system works (ie, living world that will readily act on its own), its capable of delivering conventional AP-like storylines without infringing on the pure sandbox of the game...
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    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    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. Case in point, this is a very shallow surface level...
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    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    I'm still of the opinion that ultimately what pretty much this entire topic is arguing about, but not really getting their teeth into, is that this is just different variants on the improv game, specifically an elaborate and long term narrative improv game, where the various improv players have...
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    (+)Theorycrafting: Systemic Cultures and Questing

    Its certainly in the same train of thought, but there is a key difference in that immersive sims are limited in scope, and most don't do living worlds (reactive narratives aren't the same thing). And as far as the GM goes, its worth questioning if this, supporting a reactive gameworld, is...
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    (+)Theorycrafting: Systemic Cultures and Questing

    In a nutshell, whats being described is a means of generating a living world thats easily managed in tabletop. You can have NPCs off doing quests and, well, "living" with little to no overhead other than some more robust notes than the typical and a Calendar. The Calendar runs off of the strict...
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    (+)Theorycrafting: Systemic Cultures and Questing

    PART II: Refining, Implementing, and First Observations So it's been a hot minute, and I've been plugging away at this. Attached is the current draft of what was described, with some of my refinements and initial observations already integrated. Also attached is the full "Adventuring" document...
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    Your TTRPG Design Principles?

    Don't be afraid of or prejudicial towards resources talking about video game design. Game design is a lot more universal than many are willing to give it credit for, and the fact that most writers are aiming for the more financially lucrative video game industry doesn't mean their insights do...
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    A neotrad TTRPG design manifesto

    The reason I think game narratives are unconventional is rooted in two levels. On one level, the narratives events are experienced first-hand by the player. Even though its largely the same story, playing as Harry Potter is very different from reading the books, despite them mostly being from...
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    A neotrad TTRPG design manifesto

    If your character has any characteristics whatsoever prior to the game starting, that is a story being told. Doesn't matter if you made it up ad-hoc or if it was procedurally generated as part of chargen. A backstory IS a narrative and it is, again, dishonest to try to argue otherwise because...
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    A neotrad TTRPG design manifesto

    Yes, that is all narrative and its intellectually dishonest to try and say otherwise. If thats how you're starting then its clear what my next step is.
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    A neotrad TTRPG design manifesto

    I find it fascinating that you're pretending to not know sandboxes exist. Dward Fortress and Wildermyth beg to differ, as does the entire concept of emergent narratives driven by systemic design. Hell, even in its own limited way, Bannerlord and its predecessors have a bone to pick here too...
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    A neotrad TTRPG design manifesto

    As stated, theres more than one kind of problem we can tie to these issues, and whether or not we're using one or the other is entirely besides the point. After all, I'm positive beyond all reasonable doubt you and everyone else in this topic has made the criticism of 5e that it doesn't...
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    A neotrad TTRPG design manifesto

    And you seem hesitant to provide an answer, in plain unambiguous language, to the question of what the aims are. And? This doesn't address anything in the quote its attached to. Thats a clear contradiction, to be frank. A concept is still a narrative, unless we're working off the definition...
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    A neotrad TTRPG design manifesto

    Yes, it is. The only cases where that doesn't apply is when Fantasy isn't a part of the game (as we see with most Sports as well as classical games like Go), or at minimum is weak to the point of non-existence. (Chess) And to be clear, this is what I mean by Fantasy: And in fact, this whole...
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    Screenshot_20240119_125643_Samsung Notes.jpg

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