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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Celebrim" data-source="post: 9316850" data-attributes="member: 4937"><p>Well, I gave one example of a nar game with a nar mechanic in "Toon". I don't play a lot of these games, so I'm hardly an expert, but "Ten Candles" is an example of a game that would meet my definition.</p><p></p><p>I don't know what threshold is necessary for me to declare a game is a nar game, but to me it has to fundamentally embrace nar mechanics as its core gameplay aspect. Blades in the Dark is an example of a game that to me has a lot of nar influences but isn't really a nar game but a hybrid. So some games may have that one aspect that is a nar mechanic, but if the game is overall very trad in its approach then that's not enough for me to talk it nar.</p><p></p><p>In general, any game that defines characters through ad hoc descriptors tends toward nar - and example here is Dogs in the Vineyard. If you can call on relationships to give yourself mechanical advantage, that's a nar mechanic - an example would be Monsters and Other Childish Things. Likewise, games with narrative currency that you trade back and forth either with each other or a game master, that tends to be a nar mechanic - especially if the currency has no in universe explanation and if that currency is awarded in exchange for deliberately failing a task. Deliberately failing a task to get a reward you can use later is very nar. At least some variations of FATE have that, as does say Mouseguard IIRC.</p><p></p><p>Narrative control is also an important part of nar games. In a lot of nar games, the responsibility of creating the world is shared and arbitrated through some formal means. If a participant wins narrative control, even if they aren't the GM, they can narrate the scene with the sort of authority normally reserved only for GMs. That's very nar. </p><p></p><p>One problem with talking about this is there are a number of obviously not nar games that love to bill themselves as nar as a marketing gimmick because it sets them apart and makes them sound distinctive - "D&D isn't for telling stories but this game is!" sort of pretentious crap. But there is nothing in them that is particularly non-traditional.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9316850, member: 4937"] Well, I gave one example of a nar game with a nar mechanic in "Toon". I don't play a lot of these games, so I'm hardly an expert, but "Ten Candles" is an example of a game that would meet my definition. I don't know what threshold is necessary for me to declare a game is a nar game, but to me it has to fundamentally embrace nar mechanics as its core gameplay aspect. Blades in the Dark is an example of a game that to me has a lot of nar influences but isn't really a nar game but a hybrid. So some games may have that one aspect that is a nar mechanic, but if the game is overall very trad in its approach then that's not enough for me to talk it nar. In general, any game that defines characters through ad hoc descriptors tends toward nar - and example here is Dogs in the Vineyard. If you can call on relationships to give yourself mechanical advantage, that's a nar mechanic - an example would be Monsters and Other Childish Things. Likewise, games with narrative currency that you trade back and forth either with each other or a game master, that tends to be a nar mechanic - especially if the currency has no in universe explanation and if that currency is awarded in exchange for deliberately failing a task. Deliberately failing a task to get a reward you can use later is very nar. At least some variations of FATE have that, as does say Mouseguard IIRC. Narrative control is also an important part of nar games. In a lot of nar games, the responsibility of creating the world is shared and arbitrated through some formal means. If a participant wins narrative control, even if they aren't the GM, they can narrate the scene with the sort of authority normally reserved only for GMs. That's very nar. One problem with talking about this is there are a number of obviously not nar games that love to bill themselves as nar as a marketing gimmick because it sets them apart and makes them sound distinctive - "D&D isn't for telling stories but this game is!" sort of pretentious crap. But there is nothing in them that is particularly non-traditional. [/QUOTE]
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