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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Celebrim" data-source="post: 9316404" data-attributes="member: 4937"><p>I think that's an unreasonable and often counterproductive demand. It just might be possible to do a script reading of a two-hour movie in two hours, but even that's questionable on the "it takes 1000 words to paint a picture" standard. But even if you could do a script reading of a two-hour movie in two hours, to try to recreate that experience in a game you'd end up with just a script reading. And I have seen games actually end up doing that. </p><p></p><p>By comparison to a movie, reading a script no one has to think and choose their words. In the finished movie, they cut out all the bits where participants in the movie making have to question the director about the fictional positioning. But those bits are essential to the game.</p><p></p><p>This is an improvisational story in the purist sense, and even professionals with plenty of theater experience take far more than two hours to generate two hours of edited story content. Vox Machina played for how long to produce the story of the cartoon? </p><p></p><p>So no, I don't think the goal is ever to make content that is real time in the same way that a movie is and attempts to force that are going to take a lot of the improvisation, agency, and game out of the game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9316404, member: 4937"] I think that's an unreasonable and often counterproductive demand. It just might be possible to do a script reading of a two-hour movie in two hours, but even that's questionable on the "it takes 1000 words to paint a picture" standard. But even if you could do a script reading of a two-hour movie in two hours, to try to recreate that experience in a game you'd end up with just a script reading. And I have seen games actually end up doing that. By comparison to a movie, reading a script no one has to think and choose their words. In the finished movie, they cut out all the bits where participants in the movie making have to question the director about the fictional positioning. But those bits are essential to the game. This is an improvisational story in the purist sense, and even professionals with plenty of theater experience take far more than two hours to generate two hours of edited story content. Vox Machina played for how long to produce the story of the cartoon? So no, I don't think the goal is ever to make content that is real time in the same way that a movie is and attempts to force that are going to take a lot of the improvisation, agency, and game out of the game. [/QUOTE]
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