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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9316729" data-attributes="member: 42582"><p>In his "story now" essay, Edwards notes that</p><p></p><p style="margin-left: 20px">the key to un-premeditated artistry of this sort (cutup fiction, splatter painting, cinema verite) is to know what to throw out, and role-playing does not include that option, at least not very easily.</p><p></p><p>The lack of editing is a big issue in RPGing.</p><p></p><p>But I have had RPG sessions that get close to you "2 hours of story in 2 hours of play" desideratum. Cthulhu Dark and Wuthering Heights one-shots; Prince Valiant; and almost, but perhaps not quite Burning Wheel; and falling even a little bit further short, Torchbearer and Classic Traveller. What helps is both relatively speedy resolution (eg versus tests in BW and Prince Valiant) and having consequence narration and scene framing tightly integrated (which all of these systems have) - this latter means that a lot of time is not spent working out details of consequences that are relatively insignificant from a thematic point of view (eg damage tracking), and likewise a lot of time is not spent getting everyone onto the next "page"/"scene" of action.</p><p></p><p>RPGs that have no hope of doing it, in my experience, include D&D (any version - 4e is weird here because skill challenges belong in my previous paragraph, but its combat doesn't), Rolemaster, and Cortex+ Heroic (I love the system, but resolution takes too long to achieve your goal).</p><p></p><p>Have you played A Penny for My Thoughts? It's not a RPG. I have always called it a "storytelling game". I think it is closer to what you are calling an actual narrative game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9316729, member: 42582"] In his "story now" essay, Edwards notes that [indent]the key to un-premeditated artistry of this sort (cutup fiction, splatter painting, cinema verite) is to know what to throw out, and role-playing does not include that option, at least not very easily.[/indent] The lack of editing is a big issue in RPGing. But I have had RPG sessions that get close to you "2 hours of story in 2 hours of play" desideratum. Cthulhu Dark and Wuthering Heights one-shots; Prince Valiant; and almost, but perhaps not quite Burning Wheel; and falling even a little bit further short, Torchbearer and Classic Traveller. What helps is both relatively speedy resolution (eg versus tests in BW and Prince Valiant) and having consequence narration and scene framing tightly integrated (which all of these systems have) - this latter means that a lot of time is not spent working out details of consequences that are relatively insignificant from a thematic point of view (eg damage tracking), and likewise a lot of time is not spent getting everyone onto the next "page"/"scene" of action. RPGs that have no hope of doing it, in my experience, include D&D (any version - 4e is weird here because skill challenges belong in my previous paragraph, but its combat doesn't), Rolemaster, and Cortex+ Heroic (I love the system, but resolution takes too long to achieve your goal). Have you played A Penny for My Thoughts? It's not a RPG. I have always called it a "storytelling game". I think it is closer to what you are calling an actual narrative game. [/QUOTE]
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