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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Crimson Longinus" data-source="post: 9318901" data-attributes="member: 7025508"><p>OK. But your examples rely party on amorphousness. Like for a roll being able to determine that the character's acquittance is there relies on the fiction being amorphous regarding the friends location and the identity of the guards. </p><p></p><p>And your D&D examples feel (as usual) very outdated to me. I'm not sure many people do random encounters anymore, and reaction roll is so ancient that it has fossilised. And I wouldn't run those situations like that in D&D.</p><p></p><p>And I definitive have concrete experience of the reality feeling more amorphous in Blades that it does in trad games. It just has more of a collective story creation rather than being in a story feel. Though that might be partly related to the GMs approach, but then again I've played trad games run by this same person and it was not so in them.</p><p></p><p>I also don't think that amorphousness is even a bad thing. It is just a different thing.</p><p></p><p>But all that being said, you might still be right about me focusing on the wrong thing. But could you perhaps give some examples in which this difference in GMing principles you identify as the real distinction produce different end results for similar fictional staring situations?</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9318901, member: 7025508"] OK. But your examples rely party on amorphousness. Like for a roll being able to determine that the character's acquittance is there relies on the fiction being amorphous regarding the friends location and the identity of the guards. And your D&D examples feel (as usual) very outdated to me. I'm not sure many people do random encounters anymore, and reaction roll is so ancient that it has fossilised. And I wouldn't run those situations like that in D&D. And I definitive have concrete experience of the reality feeling more amorphous in Blades that it does in trad games. It just has more of a collective story creation rather than being in a story feel. Though that might be partly related to the GMs approach, but then again I've played trad games run by this same person and it was not so in them. I also don't think that amorphousness is even a bad thing. It is just a different thing. But all that being said, you might still be right about me focusing on the wrong thing. But could you perhaps give some examples in which this difference in GMing principles you identify as the real distinction produce different end results for similar fictional staring situations? [/QUOTE]
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