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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="Emerikol" data-source="post: 9496802" data-attributes="member: 6698278"><p>This is a great insight. It is hard. As DM you want players to value those intangibles. </p><p></p><p>One way I've found, though I struggle like many, is to lay out subtle clues that the world is becoming aware of them. Suppose they go to a nearby town and enter the tavern. Then someone just asks, "Are you all the ones that slew the Gnoll King on the weathered heights?" Provide a little awe from the community.</p><p></p><p>There is also the other side of the coin where the players think they are world beaters at seventh level and have little regard for the niceties of diplomacy. This usually also requires a world like response. </p><p></p><p>The key I think is good narration and having a verisimilitudinous world. For example, a guide bringing the group to see the King after a successful quest on the King's behalf, their guide might whisper, "Oh that is Sir Trawnley, his armor is worth more than the Duchy of Unstol". You want to make your NPCs really good and you can provide information narratively via the NPC.</p><p></p><p>Still it is a delicate balancing act. You want the PCs to feel their growing respect.</p><p></p><p>I've toyed with a reputation score that only I kept. I might also have a list of allies and enemies. Maybe each one has a note on the strength of their feeling and why.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9496802, member: 6698278"] This is a great insight. It is hard. As DM you want players to value those intangibles. One way I've found, though I struggle like many, is to lay out subtle clues that the world is becoming aware of them. Suppose they go to a nearby town and enter the tavern. Then someone just asks, "Are you all the ones that slew the Gnoll King on the weathered heights?" Provide a little awe from the community. There is also the other side of the coin where the players think they are world beaters at seventh level and have little regard for the niceties of diplomacy. This usually also requires a world like response. The key I think is good narration and having a verisimilitudinous world. For example, a guide bringing the group to see the King after a successful quest on the King's behalf, their guide might whisper, "Oh that is Sir Trawnley, his armor is worth more than the Duchy of Unstol". You want to make your NPCs really good and you can provide information narratively via the NPC. Still it is a delicate balancing act. You want the PCs to feel their growing respect. I've toyed with a reputation score that only I kept. I might also have a list of allies and enemies. Maybe each one has a note on the strength of their feeling and why. [/QUOTE]
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