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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9317364" data-attributes="member: 42582"><p>What do you mean by "narrativist game"?</p><p></p><p>Do you mean <em>a game specifically designed to facilitate narrativist play</em>? Then yes, it's trivially straightforward to do narrativist RPGing without using such a game. As Edwards talks about in his essay.</p><p></p><p>I've done it using AD&D, and Rolemaster. Neither is an ideal vehicle. I've done it using Classic Traveller, which turns out to be quite a good vehicle provided one just ignores the onworld exploration rules. I've done it using 4e D&D, which is a fine vehicle but rather abashed in its self-presentation.</p><p></p><p>Do you mean you can have player-driven play that is not "narrativist" in Edwards's sense?</p><p></p><p>Then I'm more doubtful until you tell me what you have in mind. If you mean there can be non-railroad dungeon crawling of the classic B2 G1-3, S2, C1-2 variety, then yes. Classic dungeon-crawling is player-driven in the sense that the players choose how to engage the challenge, what their gear and spell load-outs will be, etc. But concepts of "story" or "protagonism" are barely applicable to that sort of play. It's much closer to wargaming in its ethos and concerns.</p><p></p><p>If you mean that you can have player-driven play although the GM is the one who establishes situation, all the significant elements of situation, who the "BBEG" is, what consequences flow from successful as well as unsuccessful actions - then I don't think so. I've done that sort of RPGing. The players contribute colour. But not a lot else.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9317364, member: 42582"] What do you mean by "narrativist game"? Do you mean [I]a game specifically designed to facilitate narrativist play[/I]? Then yes, it's trivially straightforward to do narrativist RPGing without using such a game. As Edwards talks about in his essay. I've done it using AD&D, and Rolemaster. Neither is an ideal vehicle. I've done it using Classic Traveller, which turns out to be quite a good vehicle provided one just ignores the onworld exploration rules. I've done it using 4e D&D, which is a fine vehicle but rather abashed in its self-presentation. Do you mean you can have player-driven play that is not "narrativist" in Edwards's sense? Then I'm more doubtful until you tell me what you have in mind. If you mean there can be non-railroad dungeon crawling of the classic B2 G1-3, S2, C1-2 variety, then yes. Classic dungeon-crawling is player-driven in the sense that the players choose how to engage the challenge, what their gear and spell load-outs will be, etc. But concepts of "story" or "protagonism" are barely applicable to that sort of play. It's much closer to wargaming in its ethos and concerns. If you mean that you can have player-driven play although the GM is the one who establishes situation, all the significant elements of situation, who the "BBEG" is, what consequences flow from successful as well as unsuccessful actions - then I don't think so. I've done that sort of RPGing. The players contribute colour. But not a lot else. [/QUOTE]
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