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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Neonchameleon" data-source="post: 9318412" data-attributes="member: 87792"><p>I just thought I'd clarify this. Using Dungeon World as an example we can take the Volley move, as used for standard ranged attacks.</p><p></p><p style="margin-left: 20px"><em>When you <strong>take aim and shoot at an enemy at range</strong>, roll+Dex. </em></p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"><em><em>On a 10+, you have a clear shot—deal your damage. </em></em></li> <li data-xf-list-type="ul"><em><em>On a 7–9, choose one (whichever you choose you deal your damage):</em></em></li> </ul> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"><em><em>You have to move to get the shot placing you in danger as described by the GM</em></em></li> <li data-xf-list-type="ul"><em><em>You have to take what you can get: -1d6 damage</em></em></li> <li data-xf-list-type="ul"><em><em>You have to take several shots, reducing your ammo by one</em></em></li> </ul><p>(And on a 6- the GM makes a hard move which is worse; the GM never rolls their own actions.)</p><p></p><p>There are three major differences between these cases and Wolfpack's failure suggestions;</p><ol> <li data-xf-list-type="ol">They are considered successes not failures; the character does what they were trying to</li> <li data-xf-list-type="ol">The system presents the options rather than having the GM splice it in to make up for the shortcomings of the system</li> <li data-xf-list-type="ol">The player, not the GM chooses the type of shortfall meaning that how recklessly you are playing your character and what you value is further emphasised.</li> </ol><p>And all of these things are valuable and show parts of why GMing advice is not as good as a system designed for the purpose.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9318412, member: 87792"] I just thought I'd clarify this. Using Dungeon World as an example we can take the Volley move, as used for standard ranged attacks. [INDENT][I]When you [B]take aim and shoot at an enemy at range[/B], roll+Dex. [/I][/INDENT] [INDENT][LIST] [*][I][I]On a 10+, you have a clear shot—deal your damage. [/I][/I] [*][I][I]On a 7–9, choose one (whichever you choose you deal your damage):[/I][/I] [/LIST][/INDENT] [INDENT][LIST] [*][I][I]You have to move to get the shot placing you in danger as described by the GM[/I][/I] [*][I][I]You have to take what you can get: -1d6 damage[/I][/I] [*][I][I]You have to take several shots, reducing your ammo by one[/I][/I] [/LIST][/INDENT] (And on a 6- the GM makes a hard move which is worse; the GM never rolls their own actions.) There are three major differences between these cases and Wolfpack's failure suggestions; [LIST=1] [*]They are considered successes not failures; the character does what they were trying to [*]The system presents the options rather than having the GM splice it in to make up for the shortcomings of the system [*]The player, not the GM chooses the type of shortfall meaning that how recklessly you are playing your character and what you value is further emphasised. [/LIST] And all of these things are valuable and show parts of why GMing advice is not as good as a system designed for the purpose. [/QUOTE]
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