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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Neonchameleon" data-source="post: 9318955" data-attributes="member: 87792"><p>I forget which of the Forgeites came up with the rule of thumb that it's a poor game that makes the same person responsible for any given character getting both into and out of a situation. And indeed that sounds like good design.</p><p> </p><p>And that feeds back to what a lot of narrative games actually do - which includes pacing through things like the XP systems being tuned and ramping up the tensions. Most Story Now games are designed to come to a conclusion in a handful of sessions (AW traditionally takes about a dozen) and allow the setting to be burned to the ground as you do; with no need to preserve the setting or the lives of the PCs everything is on the table.</p><p></p><p>Both modules and the GM being called the Storyteller and pre-authoring the story. (I'd say White Wolf was worse than Dragonlance this way). In most narrative games I've played the concern of the MC isn't to make sure that the game goes in a given direction so much as to make sure that it goes, and set things on fire or load nitrous oxide into fuel tanks where necessary.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9318955, member: 87792"] I forget which of the Forgeites came up with the rule of thumb that it's a poor game that makes the same person responsible for any given character getting both into and out of a situation. And indeed that sounds like good design. And that feeds back to what a lot of narrative games actually do - which includes pacing through things like the XP systems being tuned and ramping up the tensions. Most Story Now games are designed to come to a conclusion in a handful of sessions (AW traditionally takes about a dozen) and allow the setting to be burned to the ground as you do; with no need to preserve the setting or the lives of the PCs everything is on the table. Both modules and the GM being called the Storyteller and pre-authoring the story. (I'd say White Wolf was worse than Dragonlance this way). In most narrative games I've played the concern of the MC isn't to make sure that the game goes in a given direction so much as to make sure that it goes, and set things on fire or load nitrous oxide into fuel tanks where necessary. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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