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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Stalker0" data-source="post: 9318089" data-attributes="member: 5889"><p>This is where I get stuck. You are correct that the game says you should do that....but mechanically there isn't much where that actually happens.</p><p></p><p>Players have actions similar to dnd, they have domain cards (very similar to 4e dnd) that gives them specific abilities. Hope can be spent for specific things (its not a freeform currency where the players can spend it to all sorts of things happen). You could argue fear is actually "anti-narrative" is it seeks to limit the dms ability to alter a scene with some costs (whereas other games would say that is simply the GMs right to do or not do as what makes sense for the story). The closest I could come up with was the death system, which gives players some ways to narrate their death (though still through strict mechanical options)</p><p></p><p>And so this brings me back to my first statement in the OP. Is a key part of being a narrative game simply the presentation of narration? If the game puts in its text "players you should be narrating!!!" is that enough to make it a narrative game? Mechanically I can't find much of anything in DH to say its any more narrative than dnd or a number of other RPGs.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9318089, member: 5889"] This is where I get stuck. You are correct that the game says you should do that....but mechanically there isn't much where that actually happens. Players have actions similar to dnd, they have domain cards (very similar to 4e dnd) that gives them specific abilities. Hope can be spent for specific things (its not a freeform currency where the players can spend it to all sorts of things happen). You could argue fear is actually "anti-narrative" is it seeks to limit the dms ability to alter a scene with some costs (whereas other games would say that is simply the GMs right to do or not do as what makes sense for the story). The closest I could come up with was the death system, which gives players some ways to narrate their death (though still through strict mechanical options) And so this brings me back to my first statement in the OP. Is a key part of being a narrative game simply the presentation of narration? If the game puts in its text "players you should be narrating!!!" is that enough to make it a narrative game? Mechanically I can't find much of anything in DH to say its any more narrative than dnd or a number of other RPGs. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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