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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9316904" data-attributes="member: 42582"><p>To add to [USER=16586]@Campbell[/USER]'s reply: how can the essay be <em>wrong</em> about the agenda of play that it, as much as anything and anyone else, carved out as a <em>thing</em> we could think and talk about in the world of RPG play? As far as analysis goes, for the RPGs that it mentions and that I am familiar with or have played - The Dying Earth, HeroWorld/Quest, Prince Valiant, Maelstrom Storytelling, Wuthering Heights - it is spot on. Does you experience with those RPGs tell you otherwise?</p><p></p><p>And the agenda that it is concerned with - thematically-oriented player protagonism - is a natural one to emerge in the RPG medium, and one that - to some or other extent - I had been aspiring to for about 15 years before I read that essay. The essay crystalised, for me, what I was trying to do; and also explained why AD&D and RM had been relatively unpromising vehicles for achieving it.</p><p></p><p>As far as the claim that it is <em>counterproductive</em>, I already noted upthread that, on p 288 of Apocalypse World, Baker says that:</p><p></p><p style="margin-left: 20px">The entire game design follows from “Narrativism: Story Now” by Ron Edwards.</p><p></p><p>Given that AW has been the most influential thing in RPG design in a long time, perhaps since RuneQuest; and given that the game this thread is about, DaggerHeart, is an offshoot of Baker's design; how can you <em>possibly</em> assert that the essay was counterproductive?</p><p></p><p>And is this based on your play experience with Apocalypse World, or the other games mentioned by Edwards, or self-consciously influenced by his writing?</p><p></p><p>As is ignorance.</p><p></p><p>I don't cite Edwards because of <em>faith</em>. I cite it because it is insightful.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9316904, member: 42582"] To add to [USER=16586]@Campbell[/USER]'s reply: how can the essay be [I]wrong[/I] about the agenda of play that it, as much as anything and anyone else, carved out as a [I]thing[/I] we could think and talk about in the world of RPG play? As far as analysis goes, for the RPGs that it mentions and that I am familiar with or have played - The Dying Earth, HeroWorld/Quest, Prince Valiant, Maelstrom Storytelling, Wuthering Heights - it is spot on. Does you experience with those RPGs tell you otherwise? And the agenda that it is concerned with - thematically-oriented player protagonism - is a natural one to emerge in the RPG medium, and one that - to some or other extent - I had been aspiring to for about 15 years before I read that essay. The essay crystalised, for me, what I was trying to do; and also explained why AD&D and RM had been relatively unpromising vehicles for achieving it. As far as the claim that it is [I]counterproductive[/I], I already noted upthread that, on p 288 of Apocalypse World, Baker says that: [indent]The entire game design follows from “Narrativism: Story Now” by Ron Edwards.[/indent] Given that AW has been the most influential thing in RPG design in a long time, perhaps since RuneQuest; and given that the game this thread is about, DaggerHeart, is an offshoot of Baker's design; how can you [I]possibly[/I] assert that the essay was counterproductive? And is this based on your play experience with Apocalypse World, or the other games mentioned by Edwards, or self-consciously influenced by his writing? As is ignorance. I don't cite Edwards because of [I]faith[/I]. I cite it because it is insightful. [/QUOTE]
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