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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9318833" data-attributes="member: 82106"><p>I think it is fair to say that, with Blades, there's just mostly an understanding that the game runs in a particular cycle, so 'score' will only continue for so long. The PCs will have gotten a good idea of the desired outcome anyway during investigation and planning. With Dungeon World it is perhaps a bit less clear? I mean, notionally the game alternates between 'town' and 'adventure', but the distinction isn't super carefully drawn in DW itself (whereas it is in Stonetop). Still, there are 'units of play', like a danger that needs to be thwarted, or a dungeon level that we want to loot. Or you can think about it more in character motivation terms, my Barbarian has a bond to protect the thief, his brother, and a 'hunger' that drives him to consume. So, there should be a pretty clear path to doing those things that the player can figure out. One of the dynamics of DW though that is fun is how when you roll 6- it can suddenly be like "well, not going to be able to party THIS week!"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9318833, member: 82106"] I think it is fair to say that, with Blades, there's just mostly an understanding that the game runs in a particular cycle, so 'score' will only continue for so long. The PCs will have gotten a good idea of the desired outcome anyway during investigation and planning. With Dungeon World it is perhaps a bit less clear? I mean, notionally the game alternates between 'town' and 'adventure', but the distinction isn't super carefully drawn in DW itself (whereas it is in Stonetop). Still, there are 'units of play', like a danger that needs to be thwarted, or a dungeon level that we want to loot. Or you can think about it more in character motivation terms, my Barbarian has a bond to protect the thief, his brother, and a 'hunger' that drives him to consume. So, there should be a pretty clear path to doing those things that the player can figure out. One of the dynamics of DW though that is fun is how when you roll 6- it can suddenly be like "well, not going to be able to party THIS week!" [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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