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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9316514" data-attributes="member: 82106"><p>I think this is a miss. Quintessential Narrative (maybe we should use Story Now instead) don't in any sense mention 'meta-fiction' at all. In Dungeon World for example the actual process involves looking at the fiction and making determinations based on that plus player action declarations "Oh, you want to shoot arrows at the orc out in the field, OK roll 2d6 for Volley!" which is not really very different from D&D at some level. TB2 doesn't deal in meta-fiction either, really. At most players have some currencies that are based on things like "acting in accordance with my nature", which generally isn't going to involve meta-fiction. FitD does allow players to ask for devil's bargain, and decide if they do/don't want to resist consequences, but this is also fundamentally rooted in the fiction. I guess a FitD player is free to consider 'meta-fiction' as a criteria for how they invoke these mechanisms, but nothing in the game's text suggests this is an intended technique.</p><p></p><p>Honestly, I would more associate these sorts of meta-fictional considerations being manifested in play process as likely to be a neo-trad kind of thing. Players envisage certain character trajectories, and then the game gives them tools to alter the fiction in ways that manifest those desires. FATE springs to mind, though even there the actual mechanics are not really described in meta-fictional terms.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9316514, member: 82106"] I think this is a miss. Quintessential Narrative (maybe we should use Story Now instead) don't in any sense mention 'meta-fiction' at all. In Dungeon World for example the actual process involves looking at the fiction and making determinations based on that plus player action declarations "Oh, you want to shoot arrows at the orc out in the field, OK roll 2d6 for Volley!" which is not really very different from D&D at some level. TB2 doesn't deal in meta-fiction either, really. At most players have some currencies that are based on things like "acting in accordance with my nature", which generally isn't going to involve meta-fiction. FitD does allow players to ask for devil's bargain, and decide if they do/don't want to resist consequences, but this is also fundamentally rooted in the fiction. I guess a FitD player is free to consider 'meta-fiction' as a criteria for how they invoke these mechanisms, but nothing in the game's text suggests this is an intended technique. Honestly, I would more associate these sorts of meta-fictional considerations being manifested in play process as likely to be a neo-trad kind of thing. Players envisage certain character trajectories, and then the game gives them tools to alter the fiction in ways that manifest those desires. FATE springs to mind, though even there the actual mechanics are not really described in meta-fictional terms. [/QUOTE]
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