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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9319746" data-attributes="member: 7040941"><p>It seems to me that both you don't seem to have much appreciation for the creativity I was speaking to in that post, which runs counter to what you both claim to prefer.</p><p></p><p>And in particular it seems neither of you got that the point of the idea wasn't to stop the mechanic from fulfilling its intentions, but to enhance it and make it more intriguing for everyone. <em>Context</em> is what matters, and arbitrarily receiving them with no connection to the fiction, as we like to say, robs the Signs of the kind of impact they can deliver.</p><p></p><p>I mean, just answer this: what is more interesting? Being handed a non-diegetic card before you've played, or seeing the Signs of the Gods appear at crucial moments?</p><p></p><p>And it has to be said, I've read a number of the actual Greek myths as part of coursework, and not just the big name ones. The Gods don't appear to mortals, as signs or otherwise, arbitrarily at non-descript times. They always have context.</p><p></p><p>Now of course, I'm sure the next argument will be just rolling all of that up into player interpretation, but thats not how the book reads, and you'd have to be coming into the game with the foreknowledge that you'll be making stuff up</p><p></p><p>And, just for funsies, I will also highlight here that the Book's own play example doesn't do any of that, so neither of you can try and fire back at me acting like the Book actually expects you to add context to the Signs:</p><p></p><p>[ATTACH=full]358503[/ATTACH]</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9319746, member: 7040941"] It seems to me that both you don't seem to have much appreciation for the creativity I was speaking to in that post, which runs counter to what you both claim to prefer. And in particular it seems neither of you got that the point of the idea wasn't to stop the mechanic from fulfilling its intentions, but to enhance it and make it more intriguing for everyone. [I]Context[/I] is what matters, and arbitrarily receiving them with no connection to the fiction, as we like to say, robs the Signs of the kind of impact they can deliver. I mean, just answer this: what is more interesting? Being handed a non-diegetic card before you've played, or seeing the Signs of the Gods appear at crucial moments? And it has to be said, I've read a number of the actual Greek myths as part of coursework, and not just the big name ones. The Gods don't appear to mortals, as signs or otherwise, arbitrarily at non-descript times. They always have context. Now of course, I'm sure the next argument will be just rolling all of that up into player interpretation, but thats not how the book reads, and you'd have to be coming into the game with the foreknowledge that you'll be making stuff up And, just for funsies, I will also highlight here that the Book's own play example doesn't do any of that, so neither of you can try and fire back at me acting like the Book actually expects you to add context to the Signs: [ATTACH type="full"]358503[/ATTACH] [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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