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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="innerdude" data-source="post: 9318683" data-attributes="member: 85870"><p>I brought up the contra-narrative of "amorphous non-reality" because it was genuinely one of my major concerns about trying "narrative" style games 5 or 6 years ago. </p><p></p><p>"How does the game world of <em>Dungeon World</em> even make sense if players are spouting off lore and it suddenly becomes canon? Doesn't chaos ensue? How do we know what's 'real' inside the game world anymore if the GM doesn't control it? This can't possibly work . . . ."</p><p></p><p>^^^^^^^^^</p><p>Very much thoughts that were going through my mind reading <em>Dungeon World</em> for the first time, and in multiple conversations on EnWorld between 2012 and 2018. </p><p></p><p>That said, my experience with <em>Ironsworn</em> is what really solidified my understanding of how things work. A solo <em>Ironsworn</em> session teaches you instantly how to balance the unknown and unexpected against what you know about the game world and its assumptions. When playing solo, you do still want to be surprised --- you want to see where the narrative goes and not impose your own view upon it. </p><p></p><p>Well, guess what? Just take that mindset to a GM + group experience, and watch what happens . . . . (hint: it isn't chaos. It's exciting narrative developments).</p></blockquote><p></p>
[QUOTE="innerdude, post: 9318683, member: 85870"] I brought up the contra-narrative of "amorphous non-reality" because it was genuinely one of my major concerns about trying "narrative" style games 5 or 6 years ago. "How does the game world of [I]Dungeon World[/I] even make sense if players are spouting off lore and it suddenly becomes canon? Doesn't chaos ensue? How do we know what's 'real' inside the game world anymore if the GM doesn't control it? This can't possibly work . . . ." ^^^^^^^^^ Very much thoughts that were going through my mind reading [I]Dungeon World[/I] for the first time, and in multiple conversations on EnWorld between 2012 and 2018. That said, my experience with [I]Ironsworn[/I] is what really solidified my understanding of how things work. A solo [I]Ironsworn[/I] session teaches you instantly how to balance the unknown and unexpected against what you know about the game world and its assumptions. When playing solo, you do still want to be surprised --- you want to see where the narrative goes and not impose your own view upon it. Well, guess what? Just take that mindset to a GM + group experience, and watch what happens . . . . (hint: it isn't chaos. It's exciting narrative developments). [/QUOTE]
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