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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9318886" data-attributes="member: 7040941"><p>The former is exactly the sort of thing I was going for with what I called Oracles, that I now call Events, where players will potentially roll prompts that they can then riff off of and combine with each others Events, leading not just to a generally interesting travel sequence, but to some very satisfying side adventurers when they snowball. </p><p></p><p>And the latter is why my entire game hinges around Time. It not only provides a mechanical backbone for virtually everything, but also lends a potent reinforcement in how the Players play. </p><p></p><p>While time necessarily slows and speeds up as needed for practicality, the clock is always running in a manner or speaking, and the mechanic in turn is what drives the living world the players are a part of. </p><p></p><p>The entire gameworld could see its circumstances change from turn to turn and every choice made, and the players can only make the best of what they know and what they desire to do, because the world doesn't care about what they do until they make it care.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9318886, member: 7040941"] The former is exactly the sort of thing I was going for with what I called Oracles, that I now call Events, where players will potentially roll prompts that they can then riff off of and combine with each others Events, leading not just to a generally interesting travel sequence, but to some very satisfying side adventurers when they snowball. And the latter is why my entire game hinges around Time. It not only provides a mechanical backbone for virtually everything, but also lends a potent reinforcement in how the Players play. While time necessarily slows and speeds up as needed for practicality, the clock is always running in a manner or speaking, and the mechanic in turn is what drives the living world the players are a part of. The entire gameworld could see its circumstances change from turn to turn and every choice made, and the players can only make the best of what they know and what they desire to do, because the world doesn't care about what they do until they make it care. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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