Yeah, I have no practice with that and it feels awkward just reading it there. (With practice who knows, I might like it. But it isn't in my current wheelhouse.)
It's worth giving it a shot if you're GMing. Especially as a hook...
GM: Hey, A, which long lost love your character wants to reconnect with is across the market? And why are you glad she's shown up today?
A: Dahlia the Blademaster, who was once my fiancée... restriking that hoped for...
GM: Well, you see a fencer challenging her, and a guy sneaks up and chloroforms her... they're hauling her off...
This gets most players into "caring about the mystery" right off...
The advice is not vague. DH has some of the most complete and specific advice for running it that I have seen.
QFT.
Yeah, the name of the technique is very aggressive.
The Alexandrian tends to have a very aggressive stance on a lot of things. Anything they don't like gets redubbed by them to some, often hostile, term.
GM Requested Player Narration into Canon is a much more accurate description
There’s lots of games out there with mechanics that “cross the line” and let the players author fiction advantageous to them - Fabula Ultima and uh, FATE? have currencies that permit this.
Fate Core (and many tweaked Fate 2 and Fate 3 games), Most 2d20 games (but not
Fallout),
Fabula Ultima,
Cortex Plus,
Cortex Prime,
Burning Wheel (Revised and Gold),
Burning Empires (a
BWR variant),
Houses of the Blooded,
Blood & Honor,
7th Sea 2e,
Sentinel Comics¹,
Mouse Guard (during the player phase)...
I think
Diaspora by Brad Murray, released via VSCA, is probably the most player-contribution-demanded FATE 3 flavor. Players build the setting in session 0, including the worlds.
¹ Whether one counts it as PBTA or not varies, but it allows up to PBTA levels of contribution.
No.
I think me and Mr Alexander would be like oil and water on this topic.
You're far from the only one in that camp
I know, facepalm moment... But I would go over this repeatedly in session 0s and at the beginning and end of sessions, but never in mid session did I respond after they opened a door with "Ok, what do you see in the office?"
And the first time I saw it in play in a Daggerheart game was the exact moment I knew I needed to switch from what I was doing and playing to something else.
Sure I'd already bought Daggerheart by then, I'd already decided I liked it. I already knew I wanted to play it and run it.
But that was the moment I knew I couldn't go back.
I can't look at the section of my bookshelf with D&D, GURPS, Pathfinder, and Hero system books the same way now.
Ironically, Hero has plenty of room for adding new player defined elements other than what's on their character sheet since, oh, about the time the Champions Ⅱ was released... 1982... as it gives the player explicit reminder that the DNPC is theirs, and the DNPC also gets experience points... (Champions Ⅱ p 4)
ibid., p 53 notes that hunteds and DNPCs are great for "I need a plot"... it also tells you to ask players for what they spend their downtime doing.
One of the more interesting techniques for Hero, albeing much newer, is a player complaining that they can't afford new power X... GM offers "Add a hunted to pay for it... then write the hunter up." Same could be done in GURPS, CORPS, EABA, or several other universals.
Also fun is letting players design the villains.
Supers as a Genre is rife for GM requested Player Narrations of Canon. My best Supervillain was conceptualized by a player, from a vime about the "Watermellon Man"... she added his "Watermellon van" I added the related viney minions and melonhead vine lieutenants, and used the pick method... the mid-collection side track, Stretch, was a player's drawing of a popeye-like villain with his ropey arms tied in a knot... and then Ben and I working him up.
Sorry if this question has been already answered, but I am a bit confused about what seems to be a strong coupling between "Description on Demand" and Daggerheart. It seems like DoD is a GM technique that can be used in any TTRPG with a GM.
The GM best practices list for Daggerheart includes "ask questions and incorporate the answers".. which is the thing the Alexandrian went off about.
Are there any particular game mechanics in Daggerheart that makes DoD particularly effective or necessary?
Aside from that it's a core principle for the GM, not really, save for the random encounters during rests in the Age of Umbra setting... it specifically is "ask the player to..." in the various outcomes.
Is there any reason why DoD couldn't be used in DND?
None at all, other than D&D and the OSR both having a higher proportion of people prone to reject player additions to campaign canon
during play.