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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Celebrim" data-source="post: 9317449" data-attributes="member: 4937"><p>I kind of want to agree with that, but it's another one of those really broad unqualified assertions that is so broad it doesn't really distinguish one type of play from another.</p><p></p><p>Pretty much all table contracts restrict GM authority. Trad particularly depends on the GM not metagaming against the players and very much calls that sort of thing as dysfunctional antagonism, and violation of that by fudging things behind the screen would be considered a violation of the table contract and to exceed the GM's necessary authority. There are always somethings the GM is agreeing not to do, even with Rule Zero. The GM is always submitting his will to the roll of the dice. In Trad play, the GM may not want the PC to die, but if the PC low rolls a saving throw, then oh well. </p><p></p><p>Moreover, you're still stuck on the idea of "player-driven play" as being something unusual and special. Player driven play is as old as RPing. "I want to build a castle" is player driven play. And the idea that a player can just assert "I have a castle" because it's nar play fundamentally misunderstands nar play.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9317449, member: 4937"] I kind of want to agree with that, but it's another one of those really broad unqualified assertions that is so broad it doesn't really distinguish one type of play from another. Pretty much all table contracts restrict GM authority. Trad particularly depends on the GM not metagaming against the players and very much calls that sort of thing as dysfunctional antagonism, and violation of that by fudging things behind the screen would be considered a violation of the table contract and to exceed the GM's necessary authority. There are always somethings the GM is agreeing not to do, even with Rule Zero. The GM is always submitting his will to the roll of the dice. In Trad play, the GM may not want the PC to die, but if the PC low rolls a saving throw, then oh well. Moreover, you're still stuck on the idea of "player-driven play" as being something unusual and special. Player driven play is as old as RPing. "I want to build a castle" is player driven play. And the idea that a player can just assert "I have a castle" because it's nar play fundamentally misunderstands nar play. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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