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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9318913" data-attributes="member: 7040941"><p>A very long winded way of repeating that players can just make things up and the GM isn't allowed to poopoo their bright ideas, something that is so innocuous the only thing you have to do to add it to any game is just to have a GM who isn't being anti-social. </p><p></p><p>Plus in terms of how this speaks to the play experience that comes out the other end of these systems, its a bit of an oversimplification of, well, all of the listed games. </p><p></p><p>Call of Cthulu in particular isn't just about the players being the passive recipients of lore that have to push the right buttons to get the lore nuggets. COC is an exploration game, and Players have to engage with the gameworld in more ways than just those that get the GM to say something. In doing so, the actual gameplay experience is much more robust than you're giving it credit for, particularly as its supported by the cosmic horror theming of the game which is not just induced via COCs classic atmosphere even with weak Keepers, but mechanically through things like Sanity and the fact that it has a combat system even though you'll never bring down Cthulu - the whole point is to emphasize the hopelessness of even trying assert the human ego over cosmic forces.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9318913, member: 7040941"] A very long winded way of repeating that players can just make things up and the GM isn't allowed to poopoo their bright ideas, something that is so innocuous the only thing you have to do to add it to any game is just to have a GM who isn't being anti-social. Plus in terms of how this speaks to the play experience that comes out the other end of these systems, its a bit of an oversimplification of, well, all of the listed games. Call of Cthulu in particular isn't just about the players being the passive recipients of lore that have to push the right buttons to get the lore nuggets. COC is an exploration game, and Players have to engage with the gameworld in more ways than just those that get the GM to say something. In doing so, the actual gameplay experience is much more robust than you're giving it credit for, particularly as its supported by the cosmic horror theming of the game which is not just induced via COCs classic atmosphere even with weak Keepers, but mechanically through things like Sanity and the fact that it has a combat system even though you'll never bring down Cthulu - the whole point is to emphasize the hopelessness of even trying assert the human ego over cosmic forces. [/QUOTE]
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