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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9319285" data-attributes="member: 42582"><p>I don't quite follow this. I don't know what you mean by "a dramatic increase for GM"? Increase of what?</p><p></p><p>I also don't know what you mean about "hav[ing] to come up with the clever ways to have the Signs appear to the players". Here is the rule (p 84):</p><p></p><p style="margin-left: 20px">Each island includes several oracular portents to represent the wishes of the gods. You can ask the leader of the heroes to read them aloud to the group. During the course of play, the leader interprets the signs to understand how to appease the gods here and earn their Divine Favor.</p><p></p><p>Is this what you're describing as "just esoterically exist[ing]? But then, what is being "shorted" by following the process of play? With the signs of the gods read, and interpreted, the players then know this aspect of what is at stake in their action declarations. Subsequently, during the Voyage (p 44),</p><p></p><p style="margin-left: 20px">Based on the actions of the heroes on the island, the Strife player [the GM] marks progress on the Vault of Heaven sheet. Mark a star if the heroes honored or pleased that deity while on the island . . . Mark <strong>Wrath</strong> if the heroes dishonored or displeased that deity while on the island.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Determine divine pleasure or Wrath based on the leader's interpretation of the <strong>signs of the gods</strong> for this island - did the heroes follow through on what they believed to be the will of the gods, or did they fall short?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If any additional gods were invoked or included in the situation on the island, mark their stars or Wrath as well.</p><p></p><p>I can't really connect what you say in your post, to the procedure of play that the rulebook actually sets out.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9319285, member: 42582"] I don't quite follow this. I don't know what you mean by "a dramatic increase for GM"? Increase of what? I also don't know what you mean about "hav[ing] to come up with the clever ways to have the Signs appear to the players". Here is the rule (p 84): [indent]Each island includes several oracular portents to represent the wishes of the gods. You can ask the leader of the heroes to read them aloud to the group. During the course of play, the leader interprets the signs to understand how to appease the gods here and earn their Divine Favor.[/indent] Is this what you're describing as "just esoterically exist[ing]? But then, what is being "shorted" by following the process of play? With the signs of the gods read, and interpreted, the players then know this aspect of what is at stake in their action declarations. Subsequently, during the Voyage (p 44), [indent]Based on the actions of the heroes on the island, the Strife player [the GM] marks progress on the Vault of Heaven sheet. Mark a star if the heroes honored or pleased that deity while on the island . . . Mark [B]Wrath[/B] if the heroes dishonored or displeased that deity while on the island. Determine divine pleasure or Wrath based on the leader's interpretation of the [B]signs of the gods[/B] for this island - did the heroes follow through on what they believed to be the will of the gods, or did they fall short? If any additional gods were invoked or included in the situation on the island, mark their stars or Wrath as well.[/indent] I can't really connect what you say in your post, to the procedure of play that the rulebook actually sets out. [/QUOTE]
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