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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Neonchameleon" data-source="post: 9318095" data-attributes="member: 87792"><p>That's why I'm focusing on Apocalypse World as the outlier, not D&D. It's not that you can't do any of this stuff in D&D, GURPS, Rolemaster, Marvel FASERIP (by the standards of this thread a narrative system due to meta currency) or [insert system here]. It's that Apocalypse World makes it far far easier because it is a system designed for it.</p><p></p><p>And then there's a huge piece of secret sauce in AW that simply isn't matched in other games - the "change your playbook" triggers of either death or levelling up sufficiently. A Hardholder left for dead can change their playbook (once only) so they might some back as a gunlugger looking for revenge ... or an angel (medic) looking for a new life. Or you can level up as a Gunlugger and take over as Hardholder ... or retire and run a bar as a Maestro d'. This level of "major consequential change" simply isn't matched.</p><p></p><p>And then there's the pace and the way things twist thanks to the tailored moves (not in BitD and weak and bland in Dungeon World) encouraging specific behaviours and the way every roll has consequences speeds things up massively. It can feel like trying to ride an unbroken horse - either exhilarating or terrifying.</p><p></p><p>I mean sure, with sufficient out of session work, hpuse ruling, and player buy in including group character creation over Discord you can spend a lot of effort to get a D&D party by the end of the third session to the sort of dynamics of where an average AW group will be at the end of the first (which is also the CharGen session). But the gap will only grow far wider each session at an accelarating rate with AW's faster pace, and D&D's highly restrictive character growth. So why would you if AW is what you want?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9318095, member: 87792"] That's why I'm focusing on Apocalypse World as the outlier, not D&D. It's not that you can't do any of this stuff in D&D, GURPS, Rolemaster, Marvel FASERIP (by the standards of this thread a narrative system due to meta currency) or [insert system here]. It's that Apocalypse World makes it far far easier because it is a system designed for it. And then there's a huge piece of secret sauce in AW that simply isn't matched in other games - the "change your playbook" triggers of either death or levelling up sufficiently. A Hardholder left for dead can change their playbook (once only) so they might some back as a gunlugger looking for revenge ... or an angel (medic) looking for a new life. Or you can level up as a Gunlugger and take over as Hardholder ... or retire and run a bar as a Maestro d'. This level of "major consequential change" simply isn't matched. And then there's the pace and the way things twist thanks to the tailored moves (not in BitD and weak and bland in Dungeon World) encouraging specific behaviours and the way every roll has consequences speeds things up massively. It can feel like trying to ride an unbroken horse - either exhilarating or terrifying. I mean sure, with sufficient out of session work, hpuse ruling, and player buy in including group character creation over Discord you can spend a lot of effort to get a D&D party by the end of the third session to the sort of dynamics of where an average AW group will be at the end of the first (which is also the CharGen session). But the gap will only grow far wider each session at an accelarating rate with AW's faster pace, and D&D's highly restrictive character growth. So why would you if AW is what you want? [/QUOTE]
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