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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Celebrim" data-source="post: 9317294" data-attributes="member: 4937"><p>Maybe. I don't know that I have a hard and firm opinion on this because I've never tested it. </p><p></p><p>But it seems to me that in AT the characters don't know that they can't actually die. The characters don't know that they are immortal. </p><p></p><p>And if you had a game where the characters were animated by players rather than merely puppets of the game master, and the players of those characters knew they couldn't die, I'm not sure that they would actually behave like AT characters. I think that this might create some overcompensation leading to players playing characters in a way that a storyteller wouldn't. </p><p></p><p>While you might be able to handle the problem of "players know they can die so they play safe" by getting away from death in the game, I don't think you can get away so easily from the problem that the agenda of the players doesn't necessarily match the agenda of characters so easily as that. There is always the problem that a character in a story is protected by the power of plot in a way that in a game they aren't.</p><p> </p><p>Which isn't to say that you couldn't have an AT game where death doesn't happen. I mean you could run AT using Toon and that would make a good deal of sense. But recreating AT in a game is going to be challenging no matter what system you use, because games don't lend themselves to nice tight story arcs and if you try to force nice tight story arcs you tend to take away either player choice or else end up with a story boarding experience and not a game as story experience. </p><p></p><p>In any event, I think this isn't really a matter of system so much as what aesthetics of play and what talents partipants have. Is the player funny? Is the player a good thespian? Does the player want to play a somewhat goofy cartoonish game?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9317294, member: 4937"] Maybe. I don't know that I have a hard and firm opinion on this because I've never tested it. But it seems to me that in AT the characters don't know that they can't actually die. The characters don't know that they are immortal. And if you had a game where the characters were animated by players rather than merely puppets of the game master, and the players of those characters knew they couldn't die, I'm not sure that they would actually behave like AT characters. I think that this might create some overcompensation leading to players playing characters in a way that a storyteller wouldn't. While you might be able to handle the problem of "players know they can die so they play safe" by getting away from death in the game, I don't think you can get away so easily from the problem that the agenda of the players doesn't necessarily match the agenda of characters so easily as that. There is always the problem that a character in a story is protected by the power of plot in a way that in a game they aren't. Which isn't to say that you couldn't have an AT game where death doesn't happen. I mean you could run AT using Toon and that would make a good deal of sense. But recreating AT in a game is going to be challenging no matter what system you use, because games don't lend themselves to nice tight story arcs and if you try to force nice tight story arcs you tend to take away either player choice or else end up with a story boarding experience and not a game as story experience. In any event, I think this isn't really a matter of system so much as what aesthetics of play and what talents partipants have. Is the player funny? Is the player a good thespian? Does the player want to play a somewhat goofy cartoonish game? [/QUOTE]
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