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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Celebrim" data-source="post: 9317322" data-attributes="member: 4937"><p>Now you are being broadly insulting. </p><p></p><p>First of all, if it can be done in the system without breaking the system then the system facilitates it. And secondly, DW "facilitates" it to the same degree. Telling you how you are intended to GM isn't the same as facilitating. That's the mistake that I think PbtA games make and why they are such bad examples of nar games. (Not coincidentally, I think it's also why they are so relatively popular.)</p><p></p><p>But not being able to make up a story on the spot or being reliant on a module doesn't make you a crappy GM! Geez the utter freaking arrogance of that statement just kills me. Being able to improvise a story isn't the be all end all of what makes you a good GM. There are all sorts of things that go into making a good RPG experience and different GMs are skilled to different degrees in different aspects of them. I'm a lousy Paranoia GM and I'd probably be a lousy Toon GM, but that doesn't make me a bad GM. It just means my talents don't line up with what makes a good GM in that system as it is intended to play. Those systems require you to be a natural wit to run them well and achieve the results imagined for them. I can make players laugh, but not in the way that is required for those sorts of gonzo games. </p><p></p><p>Being a good GM is just being able to entertain your players and make them happy. How you do it is secondary to that. I can give advice for practices that are likely to go well and warn you against practices that I think are likely to go wrong, but there is no magic formula for making a good game and you can't just go, "They are a crappy GM because they can't make up a story on the spot and they need a module", or "They are a crappy GM because they can't draw their own maps", or whatever.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9317322, member: 4937"] Now you are being broadly insulting. First of all, if it can be done in the system without breaking the system then the system facilitates it. And secondly, DW "facilitates" it to the same degree. Telling you how you are intended to GM isn't the same as facilitating. That's the mistake that I think PbtA games make and why they are such bad examples of nar games. (Not coincidentally, I think it's also why they are so relatively popular.) But not being able to make up a story on the spot or being reliant on a module doesn't make you a crappy GM! Geez the utter freaking arrogance of that statement just kills me. Being able to improvise a story isn't the be all end all of what makes you a good GM. There are all sorts of things that go into making a good RPG experience and different GMs are skilled to different degrees in different aspects of them. I'm a lousy Paranoia GM and I'd probably be a lousy Toon GM, but that doesn't make me a bad GM. It just means my talents don't line up with what makes a good GM in that system as it is intended to play. Those systems require you to be a natural wit to run them well and achieve the results imagined for them. I can make players laugh, but not in the way that is required for those sorts of gonzo games. Being a good GM is just being able to entertain your players and make them happy. How you do it is secondary to that. I can give advice for practices that are likely to go well and warn you against practices that I think are likely to go wrong, but there is no magic formula for making a good game and you can't just go, "They are a crappy GM because they can't make up a story on the spot and they need a module", or "They are a crappy GM because they can't draw their own maps", or whatever. [/QUOTE]
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