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Daggerheart "Description on Demand" a GM DON'T
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<blockquote data-quote="Kichwas" data-source="post: 9749147" data-attributes="member: 891"><p>I think it's good that the hobby now has solid offerings in both of these extreme ends of the play spectrum, and several good examples in the middle.</p><p></p><p>While running and playing PF2E I encountered a number of players who absolutely struggled with the gamist angle and kept finding themselves cycling through characters or approaches because they were looking for a different kind of experience and just hadn't figured out yet how to articulate it. I could sit at a table and see one portion of the players thriving, and the other struggling - and very clear personality differences between them. Pathfinder vacuums up a lot of narrative players because of it's rich lore that can appeal to BOTH narrative and gamist players - but the narrative players then go on the 'not get it' when the game engine has a different aim.</p><p></p><p>Back in the 90s there was a brief 'Diceless RPG' movement that attempted to make games for narrative folks but to me they all felt flat in having no good way of resolving actions / challenges / etc other than "just wing it" - which felt like passing the buck.</p><p></p><p>Mist and Daggerheart now offer narrative approaches with actual resolution mechanics. Drawsteel rests on the far end of the other side with what looks to be extremely well made gamist mechanics. In the right mood I could see myself enjoying it because I can swing back and forth between gamism and narrative.</p><p></p><p>I think Daggerheart is more in the middle than it is truly narrative. But it oddly has better narrative advice than a more purely narrative game like Mist. I think Mist would be harder for me to handle if I had NOT first read the GMing advice in Daggerheart... The Mist game does not spend enough page count on what to do with roleplaying the tags - even at it has entire extra books on actions through the tags, it doesn't talk enough about putting the narrative glue in there that turns it from tedious to engaging.</p><p></p><p>Cosmere is another entry here that I "think" sits in the middle alongside Daggerheart. But I know almost nothing about the game engine other than that is does have a plot die you do "stuff" with. Then there's DC20 which I know only the name of, and that it "probably" uses a 20-sided die somewhere. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think 2025 has ended up being a great year for tRPGs in terms of expanding our potential choices.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9749147, member: 891"] I think it's good that the hobby now has solid offerings in both of these extreme ends of the play spectrum, and several good examples in the middle. While running and playing PF2E I encountered a number of players who absolutely struggled with the gamist angle and kept finding themselves cycling through characters or approaches because they were looking for a different kind of experience and just hadn't figured out yet how to articulate it. I could sit at a table and see one portion of the players thriving, and the other struggling - and very clear personality differences between them. Pathfinder vacuums up a lot of narrative players because of it's rich lore that can appeal to BOTH narrative and gamist players - but the narrative players then go on the 'not get it' when the game engine has a different aim. Back in the 90s there was a brief 'Diceless RPG' movement that attempted to make games for narrative folks but to me they all felt flat in having no good way of resolving actions / challenges / etc other than "just wing it" - which felt like passing the buck. Mist and Daggerheart now offer narrative approaches with actual resolution mechanics. Drawsteel rests on the far end of the other side with what looks to be extremely well made gamist mechanics. In the right mood I could see myself enjoying it because I can swing back and forth between gamism and narrative. I think Daggerheart is more in the middle than it is truly narrative. But it oddly has better narrative advice than a more purely narrative game like Mist. I think Mist would be harder for me to handle if I had NOT first read the GMing advice in Daggerheart... The Mist game does not spend enough page count on what to do with roleplaying the tags - even at it has entire extra books on actions through the tags, it doesn't talk enough about putting the narrative glue in there that turns it from tedious to engaging. Cosmere is another entry here that I "think" sits in the middle alongside Daggerheart. But I know almost nothing about the game engine other than that is does have a plot die you do "stuff" with. Then there's DC20 which I know only the name of, and that it "probably" uses a 20-sided die somewhere. :) I think 2025 has ended up being a great year for tRPGs in terms of expanding our potential choices. [/QUOTE]
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