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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9317413" data-attributes="member: 82106"><p>But these 2 characters are extremely fragile, and classic D&D doesn't really have mechanics that will allow them to operate well independently, nor much in the way of mechanics that deal with anything outside of combat (which neither of them is equipped to deal with in any way). I mean, you have picked the two classes with the MOST non-combat utility, the MU can cast spells, though the restrictions on doing so are going to be pretty awkward. Still he can certainly get some use out of his magic. Likewise a thief has a bunch of obviously useful skills, though his chances of success with them are, shall we say, problematic. But beyond that there's very little that 1e is doing for you here. It has costs for equipment and hiring people, some reaction mechanisms, and the general movement/exploration rules. </p><p></p><p>I guess what I'm saying is, sure you can run a narrativist game with, probably, any system, like this, but you're pounding a square peg into a round hole. Running it with Dungeon World would be MUCH better! I haven't even more than touched at the ways it would improve the play experience in this situation for both GM and player. Beyond that, DW provides an entire 'recipe' for this sort of play, it is what you WILL get here. Sure, a suitably knowledgeable GM with expertise in Narrativist play can 'get by' using 1e, but if we alter the scenario only slightly and have the kid's friend GM for him, then the difference between using 1e and DW is HUGE, as 1e is guaranteed to end up employed in a more traditional way (albeit they may work out ways to make it playable, like multiple characters per player, DMPCs, free henchmen, whatever).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9317413, member: 82106"] But these 2 characters are extremely fragile, and classic D&D doesn't really have mechanics that will allow them to operate well independently, nor much in the way of mechanics that deal with anything outside of combat (which neither of them is equipped to deal with in any way). I mean, you have picked the two classes with the MOST non-combat utility, the MU can cast spells, though the restrictions on doing so are going to be pretty awkward. Still he can certainly get some use out of his magic. Likewise a thief has a bunch of obviously useful skills, though his chances of success with them are, shall we say, problematic. But beyond that there's very little that 1e is doing for you here. It has costs for equipment and hiring people, some reaction mechanisms, and the general movement/exploration rules. I guess what I'm saying is, sure you can run a narrativist game with, probably, any system, like this, but you're pounding a square peg into a round hole. Running it with Dungeon World would be MUCH better! I haven't even more than touched at the ways it would improve the play experience in this situation for both GM and player. Beyond that, DW provides an entire 'recipe' for this sort of play, it is what you WILL get here. Sure, a suitably knowledgeable GM with expertise in Narrativist play can 'get by' using 1e, but if we alter the scenario only slightly and have the kid's friend GM for him, then the difference between using 1e and DW is HUGE, as 1e is guaranteed to end up employed in a more traditional way (albeit they may work out ways to make it playable, like multiple characters per player, DMPCs, free henchmen, whatever). [/QUOTE]
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