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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Celebrim" data-source="post: 9317485" data-attributes="member: 4937"><p>This is fundamentally not a different game then than picking up a module and playing it. Indeed, I think DW is fundamentally seeking to recreate that experience while keeping the rules light enough that a GM is expected to be able to more easily improvise the sort of 5-7 room dungeon that DW is going for in a typical session (leaving blank spaces on the map). </p><p></p><p></p><p></p><p>You just gave the GM all the myth! This is really no more support for what you want to call "narratives" than I had back in 1991 playing 1e AD&D. We had session zeros back then. We made characters. We gave our characters backstories. We had GMs interweave characters and situations from our backstories into play. </p><p></p><p></p><p></p><p>So what? Do you think it was typical 30 years ago for GMs to have entire 1 to 20 campaigns laid out with all the things that they wanted to do and everything already prepared? They might have an initial kicking off point in mind for what the players would do as 1st level characters, but then after that they would prepare new stuff on the basis of what had happened in the prior sessions. The fact that preparation happens after session zero isn't a really important feature of a game.</p><p></p><p>Did you start playing in like 2002 or something? Is your primary experience just with published adventure paths?</p><p></p><p></p><p></p><p>I mean... not really. How much play is about a particular character mostly depends on how many characters you have at the table. Player driven and character driven play where you engage in low melodrama based on individual characters beliefs and backstory is a feature of small groups, and not so much a feature of aesthetic. And even with big groups, you can have character driven play within the larger party driven or quest driven play, it's just that it's difficult to do that without it becoming dysfunctional spotlight grabbing.</p><p></p><p></p><p></p><p>Seriously? Your little mini-dungeon exploration game somehow crumbles when one particular PC is swapped out? Really? You honestly believe that is true?</p><p></p><p></p><p></p><p>The gist of the action is such a vague term. You take any D&D scenario less trivial than orc and pie and you put a different group of players and characters in it and you will end up with an entirely different transcript of play. I've run way too many groups to buy this sort of crap. Different character abilities, different player decisions, different morals and ethos of the characters will result in entirely different play. I've heard of people playing B2 and it turning into a complex heist to rob the Keep. Even something as linear as S1 Tomb of Horrors generates all sorts of different stories with different groups.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9317485, member: 4937"] This is fundamentally not a different game then than picking up a module and playing it. Indeed, I think DW is fundamentally seeking to recreate that experience while keeping the rules light enough that a GM is expected to be able to more easily improvise the sort of 5-7 room dungeon that DW is going for in a typical session (leaving blank spaces on the map). You just gave the GM all the myth! This is really no more support for what you want to call "narratives" than I had back in 1991 playing 1e AD&D. We had session zeros back then. We made characters. We gave our characters backstories. We had GMs interweave characters and situations from our backstories into play. So what? Do you think it was typical 30 years ago for GMs to have entire 1 to 20 campaigns laid out with all the things that they wanted to do and everything already prepared? They might have an initial kicking off point in mind for what the players would do as 1st level characters, but then after that they would prepare new stuff on the basis of what had happened in the prior sessions. The fact that preparation happens after session zero isn't a really important feature of a game. Did you start playing in like 2002 or something? Is your primary experience just with published adventure paths? I mean... not really. How much play is about a particular character mostly depends on how many characters you have at the table. Player driven and character driven play where you engage in low melodrama based on individual characters beliefs and backstory is a feature of small groups, and not so much a feature of aesthetic. And even with big groups, you can have character driven play within the larger party driven or quest driven play, it's just that it's difficult to do that without it becoming dysfunctional spotlight grabbing. Seriously? Your little mini-dungeon exploration game somehow crumbles when one particular PC is swapped out? Really? You honestly believe that is true? The gist of the action is such a vague term. You take any D&D scenario less trivial than orc and pie and you put a different group of players and characters in it and you will end up with an entirely different transcript of play. I've run way too many groups to buy this sort of crap. Different character abilities, different player decisions, different morals and ethos of the characters will result in entirely different play. I've heard of people playing B2 and it turning into a complex heist to rob the Keep. Even something as linear as S1 Tomb of Horrors generates all sorts of different stories with different groups. [/QUOTE]
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