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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Neonchameleon" data-source="post: 9319265" data-attributes="member: 87792"><p>In Apocalypse World your class (playbook) is your role in the local society; most classes aren't drifters who might as well have been Isikai'd in the way D&D groups can be. And they always have shared histories based on those classes rather than just being randos who met in the inn.</p><p></p><p>If someone picks the Hardholder class then they are the boss of the settlement the PCs live in. And the settlement reflects them; they get to make choices about how big it is, how well defended, what style, and what it needs and some of the threats. If someone picks the Maestro d' then they run the local venue to be seen in. What is it? A bar? A coffee shop? A nightclub? A brothel? That's up to them. There are fewer threats than the hardholder gets, but some. If someone picks the Hocus then they are a cult leader. What's the cult and what's its relationship to the Hocus? This is a part of character creation; it's that character's cult. <em>The local environment is created as a part of character creation and the mechanics to do this mean that it reflects and amplifies the themes of characters</em>. There are only a few commonalities between all by-the-book AW settings (post-apocalyptic, there is a "psychic maelstrom" although its nature may be different from game to game).</p><p></p><p>I mean if people want something why wouldn't more (i.e. the events happening faster) and stronger (or more intense) of that thing be a potential objective that some people find legitimate? I just don't understand this question.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9319265, member: 87792"] In Apocalypse World your class (playbook) is your role in the local society; most classes aren't drifters who might as well have been Isikai'd in the way D&D groups can be. And they always have shared histories based on those classes rather than just being randos who met in the inn. If someone picks the Hardholder class then they are the boss of the settlement the PCs live in. And the settlement reflects them; they get to make choices about how big it is, how well defended, what style, and what it needs and some of the threats. If someone picks the Maestro d' then they run the local venue to be seen in. What is it? A bar? A coffee shop? A nightclub? A brothel? That's up to them. There are fewer threats than the hardholder gets, but some. If someone picks the Hocus then they are a cult leader. What's the cult and what's its relationship to the Hocus? This is a part of character creation; it's that character's cult. [I]The local environment is created as a part of character creation and the mechanics to do this mean that it reflects and amplifies the themes of characters[/I]. There are only a few commonalities between all by-the-book AW settings (post-apocalyptic, there is a "psychic maelstrom" although its nature may be different from game to game). I mean if people want something why wouldn't more (i.e. the events happening faster) and stronger (or more intense) of that thing be a potential objective that some people find legitimate? I just don't understand this question. [/QUOTE]
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