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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9318021" data-attributes="member: 7040941"><p>My nitpick is that strictly speaking it was never necessary to build a whole new kind of game just to support this. </p><p></p><p>Its been one of my design tenants to basically try to, at all times, make the optimal play indistinguishable from roleplaying, which where successful goes a good bit of the way towards encouraging a more diverse range of Actions to take in a given scenario. </p><p></p><p>Another approach I've taken has actually just stemmed from addressing the common issues of Tactics games in terms of HP bloat and emphasizing to an even greater degree elements that typically take a backseat like positioning and Movement. </p><p></p><p>When Players can Defend each other from attacks, particularly attacks that could end up making them vulnerable to killing blows, but have to displace to do so, that makes for Sid Meiers branded Interesting Choices (TM), and what might be strictly optimal is just hazy, as it would be in real combat. </p><p></p><p>Roleplaying in this instance becomes indistinguishable from optimal play, because choosing to defend your friend at your own risk or leave them to get hit is as much a roleplaying choice as it is a tactical one.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9318021, member: 7040941"] My nitpick is that strictly speaking it was never necessary to build a whole new kind of game just to support this. Its been one of my design tenants to basically try to, at all times, make the optimal play indistinguishable from roleplaying, which where successful goes a good bit of the way towards encouraging a more diverse range of Actions to take in a given scenario. Another approach I've taken has actually just stemmed from addressing the common issues of Tactics games in terms of HP bloat and emphasizing to an even greater degree elements that typically take a backseat like positioning and Movement. When Players can Defend each other from attacks, particularly attacks that could end up making them vulnerable to killing blows, but have to displace to do so, that makes for Sid Meiers branded Interesting Choices (TM), and what might be strictly optimal is just hazy, as it would be in real combat. Roleplaying in this instance becomes indistinguishable from optimal play, because choosing to defend your friend at your own risk or leave them to get hit is as much a roleplaying choice as it is a tactical one. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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