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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Neonchameleon" data-source="post: 9318435" data-attributes="member: 87792"><p>Oh noes! We're all playing make believe rather than in a concrete reality. And the game setting is just what we make up and agree on.</p><p></p><p>Sorry to be flippant here - but there are only two understandings I can get out of this and neither of them are particularly useful:</p><ol> <li data-xf-list-type="ol">The specific genre simulation factors that are intended to simulate Blades In The Dark's heist genre (flashback scenes, "quantum equipment") apply to all narrative heavy games whether or not they are heist games. This is as false as it would be to claim that all trad games had D&D style levels and classes.</li> <li data-xf-list-type="ol">One "amorphous mess" with the DM filling in useful blanks is inherently better than another. And the ideal RPG is a CRPG where the entire world eas simulated with nothing being mutable and the GM never adding input.</li> </ol><p></p><p>Again flashback scenes are almost unique to the Leverage and Blades In The Dark RPGs because they are specific genre simulation. They are a specific feature of two specific games (one based on the other; Leverage is the less famous parent of Blades) not a general one.</p><p></p><p>Stonetop, for example, has much more of the setting mapped (including actual physical maps). It is very strongly PbtA and narrative.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9318435, member: 87792"] Oh noes! We're all playing make believe rather than in a concrete reality. And the game setting is just what we make up and agree on. Sorry to be flippant here - but there are only two understandings I can get out of this and neither of them are particularly useful: [LIST=1] [*]The specific genre simulation factors that are intended to simulate Blades In The Dark's heist genre (flashback scenes, "quantum equipment") apply to all narrative heavy games whether or not they are heist games. This is as false as it would be to claim that all trad games had D&D style levels and classes. [*]One "amorphous mess" with the DM filling in useful blanks is inherently better than another. And the ideal RPG is a CRPG where the entire world eas simulated with nothing being mutable and the GM never adding input. [/LIST] Again flashback scenes are almost unique to the Leverage and Blades In The Dark RPGs because they are specific genre simulation. They are a specific feature of two specific games (one based on the other; Leverage is the less famous parent of Blades) not a general one. Stonetop, for example, has much more of the setting mapped (including actual physical maps). It is very strongly PbtA and narrative. [/QUOTE]
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