Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Emberashh" data-source="post: 9317754" data-attributes="member: 7040941"><p>Something I intend to do for my game is introducing what I've dubbed the "Campaign Builder". With the way my Questing system works (ie, living world that will readily act on its own), its capable of delivering conventional AP-like storylines without infringing on the pure sandbox of the game, but also while not cheapening the idea of the living world. </p><p></p><p>To that end the Campaign Builder is not only a setting book, more or less, but also serves as a way for Keepers to begin populating the world and timeline with ongoing events and happenings, with support for all of these to tailor them to any level of player involvement. </p><p></p><p>A lot of what makes that work is the idea that the gameworld can solve its own problems if the players don't want to, and that agency can only be real if failure and/or missing out is possible. This is also why in terms of character development that PCs can be absurdly powerful relative to the typical RPG PC, as if you can command 10,000 Skeletons you're probably going to want to go conquer something, and not sit in a cave just making more Skeletons (though they wouldn't be the only ones who chose to do just that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), and as such you're going to have a lot of reason to get involved in the world one way or another, as progression gently, but firmly, nudges you that way. </p><p></p><p>As a matter of fact, even those that opt to simply become bakers will find themselves in the thick of it eventually unless they actively pack up shop and leave everytime something starts to happen around them. And thats assuming they luck out and don't get drawn into something just as a result of supporting their Bakery. </p><p></p><p>While from one perspective a lot of the games heavy integration between all of its systems can be a bit pushy, from another, the players <em>are</em> a part of the gameworld, and like everyone else in it they can't trust that the Big Bad will just sit around forever waiting for the real life humans to decide to do something. </p><p></p><p>Other Heroes will rise, instead, and may be, they'll come buy a muffin one day, and tell you the tale. Either way, its a wonderful story being created.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9317754, member: 7040941"] Something I intend to do for my game is introducing what I've dubbed the "Campaign Builder". With the way my Questing system works (ie, living world that will readily act on its own), its capable of delivering conventional AP-like storylines without infringing on the pure sandbox of the game, but also while not cheapening the idea of the living world. To that end the Campaign Builder is not only a setting book, more or less, but also serves as a way for Keepers to begin populating the world and timeline with ongoing events and happenings, with support for all of these to tailor them to any level of player involvement. A lot of what makes that work is the idea that the gameworld can solve its own problems if the players don't want to, and that agency can only be real if failure and/or missing out is possible. This is also why in terms of character development that PCs can be absurdly powerful relative to the typical RPG PC, as if you can command 10,000 Skeletons you're probably going to want to go conquer something, and not sit in a cave just making more Skeletons (though they wouldn't be the only ones who chose to do just that ;) ), and as such you're going to have a lot of reason to get involved in the world one way or another, as progression gently, but firmly, nudges you that way. As a matter of fact, even those that opt to simply become bakers will find themselves in the thick of it eventually unless they actively pack up shop and leave everytime something starts to happen around them. And thats assuming they luck out and don't get drawn into something just as a result of supporting their Bakery. While from one perspective a lot of the games heavy integration between all of its systems can be a bit pushy, from another, the players [I]are[/I] a part of the gameworld, and like everyone else in it they can't trust that the Big Bad will just sit around forever waiting for the real life humans to decide to do something. Other Heroes will rise, instead, and may be, they'll come buy a muffin one day, and tell you the tale. Either way, its a wonderful story being created. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
Top