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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9318269" data-attributes="member: 82106"><p>Just to respond to this in a bit more substantive fashion. When I go to <a href="https://dungeon-world.com/downloads/" target="_blank">this page</a> there are 4 files. Indeed one is an 'adventure'. I guess it kinda deserves the name, it outlines a rationale for the PCs to be where they are, describes the environs, including some NPCs and custom moves, and then describes 2 fronts. It certainly doesn't rise to the level of typical trad modules, though being a free thing it isn't all THAT atypical. In any case, I'm dubious that this type of material is really going to produce the type of game I'm used to.</p><p></p><p>As for other adventures... Searching around on Google produced a site that lists a bunch of misc. DW content. MOST of it is of the form of bits of lore, fronts, a map, that sort of thing. There are a couple people who have written what I assume to be actual adventures, 2 of them look like they're quite long (one claims to be 99 pages). Honestly, I think they're missing the whole point of Dungeon World! If you are just going to shepherd the PCs through a curated series of prewritten situations, you're not really playing DW as I have run and played it at all.</p><p></p><p>So, no, there is one very brief 'adventure' that might be termed 'official' in that it appears on the official DW site. There ARE some others, but I would not call them 'official adventures'. I really have no idea what Sage and Adam have to say about this topic, but trotting out a canned adventure certainly breaks many of the principles of DW. I mean, the little short thing on the DW site, OK, 'run' it, but even that makes me uncomfortable. For instance the questions the GM is told to ask at the start seem very contrived to construct the scenario the GM is aiming for, those are not the sort of questions I would normally ask, unless the situation had naturally evolved to the point described where the PCs are wanted and desperate to get out of town. I think a principled DW GM would STILL not ask such leading questions that basically only open up one option, getting on the ship. I get why the adventure is written this way, but this is EXACTLY why adventures are not a good idea in DW!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9318269, member: 82106"] Just to respond to this in a bit more substantive fashion. When I go to [URL='https://dungeon-world.com/downloads/']this page[/URL] there are 4 files. Indeed one is an 'adventure'. I guess it kinda deserves the name, it outlines a rationale for the PCs to be where they are, describes the environs, including some NPCs and custom moves, and then describes 2 fronts. It certainly doesn't rise to the level of typical trad modules, though being a free thing it isn't all THAT atypical. In any case, I'm dubious that this type of material is really going to produce the type of game I'm used to. As for other adventures... Searching around on Google produced a site that lists a bunch of misc. DW content. MOST of it is of the form of bits of lore, fronts, a map, that sort of thing. There are a couple people who have written what I assume to be actual adventures, 2 of them look like they're quite long (one claims to be 99 pages). Honestly, I think they're missing the whole point of Dungeon World! If you are just going to shepherd the PCs through a curated series of prewritten situations, you're not really playing DW as I have run and played it at all. So, no, there is one very brief 'adventure' that might be termed 'official' in that it appears on the official DW site. There ARE some others, but I would not call them 'official adventures'. I really have no idea what Sage and Adam have to say about this topic, but trotting out a canned adventure certainly breaks many of the principles of DW. I mean, the little short thing on the DW site, OK, 'run' it, but even that makes me uncomfortable. For instance the questions the GM is told to ask at the start seem very contrived to construct the scenario the GM is aiming for, those are not the sort of questions I would normally ask, unless the situation had naturally evolved to the point described where the PCs are wanted and desperate to get out of town. I think a principled DW GM would STILL not ask such leading questions that basically only open up one option, getting on the ship. I get why the adventure is written this way, but this is EXACTLY why adventures are not a good idea in DW! [/QUOTE]
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