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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="hawkeyefan" data-source="post: 9318939" data-attributes="member: 6785785"><p>I don’t know. As I shared, in my case, it was almost entirely my decision as GM to look for games that worked differently. I might suggest that part of the reason for this is that I thought some of the pain points I saw with my players might be addressed by a different approach… but none of them were pushing for another game. None of them would have described me as a tyrant GM. </p><p></p><p>I don’t think that means I wasn’t controlling most of play. </p><p></p><p></p><p></p><p>What do you mean by this? How do the players engage with the game world without the GM’s input?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9318939, member: 6785785"] I don’t know. As I shared, in my case, it was almost entirely my decision as GM to look for games that worked differently. I might suggest that part of the reason for this is that I thought some of the pain points I saw with my players might be addressed by a different approach… but none of them were pushing for another game. None of them would have described me as a tyrant GM. I don’t think that means I wasn’t controlling most of play. What do you mean by this? How do the players engage with the game world without the GM’s input? [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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