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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="MuhVerisimilitude" data-source="post: 9317080" data-attributes="member: 7042567"><p>Slightly sidetracking the discussion, but I always thought the interesting component of the narratively-focused style of role-playing-game design is how you can use game mechanics to guide play towards something that is more genre appropriate. For example there was a big and fairly heated discussion in that Adventure Time RPG discussion because the designers had dropped an original system they had designed in favour of D&D 5e.</p><p></p><p>This prompted some responses to the tune of "This is bad. D&D as a system is inappropriate, because it does not encourage behavior that is appropriate to an Adventure Time style adventure".</p><p></p><p>This was met with some hostility by some people arguing that "Since Adventure Time is inspired and based on D&D to a large degree it makes no sense to say that D&D wouldn't fit the AT setting".</p><p></p><p>But the thing is AT does not <strong>work</strong> like a D&D setting since players playing like how AT characters behave is highly suboptimal. D&D encourages safe play.</p></blockquote><p></p>
[QUOTE="MuhVerisimilitude, post: 9317080, member: 7042567"] Slightly sidetracking the discussion, but I always thought the interesting component of the narratively-focused style of role-playing-game design is how you can use game mechanics to guide play towards something that is more genre appropriate. For example there was a big and fairly heated discussion in that Adventure Time RPG discussion because the designers had dropped an original system they had designed in favour of D&D 5e. This prompted some responses to the tune of "This is bad. D&D as a system is inappropriate, because it does not encourage behavior that is appropriate to an Adventure Time style adventure". This was met with some hostility by some people arguing that "Since Adventure Time is inspired and based on D&D to a large degree it makes no sense to say that D&D wouldn't fit the AT setting". But the thing is AT does not [B]work[/B] like a D&D setting since players playing like how AT characters behave is highly suboptimal. D&D encourages safe play. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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