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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Campbell" data-source="post: 9318529" data-attributes="member: 16586"><p>What conflict resolution (especially the more moment to moment sort seen in Apocalypse World) does is it continually volleys the ball back to the GM to frame situations/scenes that speak to the premise of the game or the characters. Task resolution inherently results in focusing on things outside the core premise of the characters and/or game. When I run Masks I'm always making GM Moves that speak to what's come before, but also bringing in new elements that are relevant to the characters (address their personal situations, reputations, come between player characters, etc).</p><p></p><p>The point of task resolution is to allow that drift of premise, but that means at some point if addressing that premise is like important to me than I have to intercede the flow of task resolution. There can be benefits to doing so, but it's fundamentally different in nature to the level of focus on character level concerns that conflict resolution allows.</p><p></p><p>Like you use task resolution because you want some level of conceptual drift, some focus on color, some focus on things outside the premise. Because those things will occur just in the play of the game regardless of intention when we use task resolution. It's an inevitable outcome of the process of play. It's also the sort of outcome I sometimes value because sometimes I want to play in or run a game where the spotlight is as much on the settings' factions or NPCs as the player character.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9318529, member: 16586"] What conflict resolution (especially the more moment to moment sort seen in Apocalypse World) does is it continually volleys the ball back to the GM to frame situations/scenes that speak to the premise of the game or the characters. Task resolution inherently results in focusing on things outside the core premise of the characters and/or game. When I run Masks I'm always making GM Moves that speak to what's come before, but also bringing in new elements that are relevant to the characters (address their personal situations, reputations, come between player characters, etc). The point of task resolution is to allow that drift of premise, but that means at some point if addressing that premise is like important to me than I have to intercede the flow of task resolution. There can be benefits to doing so, but it's fundamentally different in nature to the level of focus on character level concerns that conflict resolution allows. Like you use task resolution because you want some level of conceptual drift, some focus on color, some focus on things outside the premise. Because those things will occur just in the play of the game regardless of intention when we use task resolution. It's an inevitable outcome of the process of play. It's also the sort of outcome I sometimes value because sometimes I want to play in or run a game where the spotlight is as much on the settings' factions or NPCs as the player character. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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