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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="thefutilist" data-source="post: 9318318" data-attributes="member: 7044566"><p>This is where I part ways with a lot of other story inclined players. I don’t think the task/conflict split is a good way of understanding resolution. As long as the task is linked to the intent then task resolution is fine.</p><p></p><p>I use my lock-picking tools to open the safe, I roll and fail, I don’t open the safe.</p><p></p><p>That’s more or less how I play most games. Even when Playing Apocalypse World, I use this binary, I just add more that gets resolved in a single roll.</p><p></p><p>You’re trying to open the safe before the guards find you.</p><p></p><p>10: you open the safe and the guards don’t find you</p><p></p><p>7-9: It’s taking longer to open the safe than you thought, you can carry on but the guards will find you or you can split now.</p><p></p><p>6: You fail to open the safe and the guards find you.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9318318, member: 7044566"] This is where I part ways with a lot of other story inclined players. I don’t think the task/conflict split is a good way of understanding resolution. As long as the task is linked to the intent then task resolution is fine. I use my lock-picking tools to open the safe, I roll and fail, I don’t open the safe. That’s more or less how I play most games. Even when Playing Apocalypse World, I use this binary, I just add more that gets resolved in a single roll. You’re trying to open the safe before the guards find you. 10: you open the safe and the guards don’t find you 7-9: It’s taking longer to open the safe than you thought, you can carry on but the guards will find you or you can split now. 6: You fail to open the safe and the guards find you. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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