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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="aramis erak" data-source="post: 9318100" data-attributes="member: 6779310"><p>The moves mechanic was what got me to try Sentinel Comics, as I'd not encountered it in anything vaguely interesting thematically for me until that point.</p><p></p><p>It was, in many ways, the hot new mechanic, and it is being used by designers because it's a hot mechanic that many are now familiar with, which means they can focus on the details more than on how to use it. It also is useful in that anything not covered by a move is either out of setting or allowed as automatic. So even in arguably non-AWE/PBTA games, it's had an impact on design. And upon play. </p><p></p><p>Coming from a Traveller background, I got used to a largely universal mechanic - the DGP Task System for CT, adopted in MT and Traveller 2300/2300 AD... and T2K 2.2, etc. is used for almost everything. It has a rule for damage on mishaps, damage to gear, repair difficulties, etc... intended to be a tool for GM winging tasks on the fly. (In practice, a significant fraction instead compiled a list of tasks previously defined in play.) And, from that point on, the move was towards single mechanic systems. </p><p></p><p>The move systems generally provide specific outcomes for specific categories, and as shown by Sentinel Comics, can be used as a Task system. And most expect anything not a move is say yes... most, but not all, eg Sentinel Comics, which has it's 7 defined moves (Attack, Defend, Boost, Hinder, Overcome, Heal, Create/Summon)... and all the special powers are built around one or two of those effects. (Note: there are two forms of create/summon; one gives a lieutenant or tool of a die-size by roll, the other gives a number of d6-sized minions. Powers specify which.)</p><p></p><p>The moves within SC are usable in a more neotrad approach as well as the standard PBTA story-first mode.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9318100, member: 6779310"] The moves mechanic was what got me to try Sentinel Comics, as I'd not encountered it in anything vaguely interesting thematically for me until that point. It was, in many ways, the hot new mechanic, and it is being used by designers because it's a hot mechanic that many are now familiar with, which means they can focus on the details more than on how to use it. It also is useful in that anything not covered by a move is either out of setting or allowed as automatic. So even in arguably non-AWE/PBTA games, it's had an impact on design. And upon play. Coming from a Traveller background, I got used to a largely universal mechanic - the DGP Task System for CT, adopted in MT and Traveller 2300/2300 AD... and T2K 2.2, etc. is used for almost everything. It has a rule for damage on mishaps, damage to gear, repair difficulties, etc... intended to be a tool for GM winging tasks on the fly. (In practice, a significant fraction instead compiled a list of tasks previously defined in play.) And, from that point on, the move was towards single mechanic systems. The move systems generally provide specific outcomes for specific categories, and as shown by Sentinel Comics, can be used as a Task system. And most expect anything not a move is say yes... most, but not all, eg Sentinel Comics, which has it's 7 defined moves (Attack, Defend, Boost, Hinder, Overcome, Heal, Create/Summon)... and all the special powers are built around one or two of those effects. (Note: there are two forms of create/summon; one gives a lieutenant or tool of a die-size by roll, the other gives a number of d6-sized minions. Powers specify which.) The moves within SC are usable in a more neotrad approach as well as the standard PBTA story-first mode. [/QUOTE]
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