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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Campbell" data-source="post: 9318247" data-attributes="member: 16586"><p>I don't know how much experience has to do with it. My own anecdotal experience is that it's much easier to newer players than players who are used to the GM and/or system sort of owning consistency. While I think taking ownership of the fidelity of the fiction is a skill all players should really develop it's instrumental to most of the games both the groups, I am part of play. I personally really like the flexibility afforded by games that put more in players' hands (and how much less of a burden it puts on me as a GM).</p><p></p><p>For instance, in the last Apocalypse Keys game, I ran I left it entirely in the players' courts to determine what their powers of darkness (which are generally descriptive like <em>colossal strength</em> or <em>emotional manipulation</em>) could do and when they met the qualifications gaining darkness tokens.</p><p></p><p>One less thing for me to worry about. I just got to enjoy framing scenes, bringing the threat of the apocalypse to life and coming up with compelling clues.</p><p></p><p>I am interested to see how the larger play culture outside of our bubbles takes these sort of ideas. The most mainstream game that sort of required this sort of approach was Marvel Heroic and its been a number of years since then (and even then did not see the sort of marketing push I expect Daggerheart to see).</p></blockquote><p></p>
[QUOTE="Campbell, post: 9318247, member: 16586"] I don't know how much experience has to do with it. My own anecdotal experience is that it's much easier to newer players than players who are used to the GM and/or system sort of owning consistency. While I think taking ownership of the fidelity of the fiction is a skill all players should really develop it's instrumental to most of the games both the groups, I am part of play. I personally really like the flexibility afforded by games that put more in players' hands (and how much less of a burden it puts on me as a GM). For instance, in the last Apocalypse Keys game, I ran I left it entirely in the players' courts to determine what their powers of darkness (which are generally descriptive like [I]colossal strength[/I] or [I]emotional manipulation[/I]) could do and when they met the qualifications gaining darkness tokens. One less thing for me to worry about. I just got to enjoy framing scenes, bringing the threat of the apocalypse to life and coming up with compelling clues. I am interested to see how the larger play culture outside of our bubbles takes these sort of ideas. The most mainstream game that sort of required this sort of approach was Marvel Heroic and its been a number of years since then (and even then did not see the sort of marketing push I expect Daggerheart to see). [/QUOTE]
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