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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9319844" data-attributes="member: 7040941"><p>A related supporting thought here is the concept of fiction writers discovering things about the world they created. Tolkien did it, and practically every fantasy author of note would agree thats how they approach things. </p><p></p><p>Hell, I do it in writing my game. I never planned when I started to have Varangian Pidgeon people that sound like the Swedish Chef or Maritimey Pirate Bears occupying a continent of floating mountains, but I sure was dumbstruck when I first set foot there. </p><p></p><p></p><p></p><p>Well, for one, I didn't label you anything at all and you should read what I said more carefully.</p><p></p><p>And for two, at no point did I ever consider it a dig against anybody.</p><p></p><p>If one feels that term is a dig, then thou doth protest too much. </p><p></p><p></p><p></p><p>Which isn't the point of asking that question, though I suppose with your answer I can still glean what I was looking to find out, at least at n=1 anyway. </p><p></p><p></p><p></p><p>Most games that don't operate with the expectation of improvising everything on the fly (regardless of who does it), will have support in that regard. GMs for these games don't have to write anything they don't want to, and prep in of itself isn't a part of gameplay to begin with.</p><p></p><p>In-game, it still comes down to whether or not improv is being employed, and there's a distinct difference between having to author the details of a gameworld on the fly and having to author the next plot beat or what have you. </p><p></p><p>Its along that line where modules and adventure books tend to succeed or fail in my experience. </p><p></p><p>And, because I just like to do it and am unashamed, this is something where I think my idea for Quest Blocks comes quite in handy, and I recently wrote out a play example that illustrates the idea:</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9319844, member: 7040941"] A related supporting thought here is the concept of fiction writers discovering things about the world they created. Tolkien did it, and practically every fantasy author of note would agree thats how they approach things. Hell, I do it in writing my game. I never planned when I started to have Varangian Pidgeon people that sound like the Swedish Chef or Maritimey Pirate Bears occupying a continent of floating mountains, but I sure was dumbstruck when I first set foot there. Well, for one, I didn't label you anything at all and you should read what I said more carefully. And for two, at no point did I ever consider it a dig against anybody. If one feels that term is a dig, then thou doth protest too much. Which isn't the point of asking that question, though I suppose with your answer I can still glean what I was looking to find out, at least at n=1 anyway. Most games that don't operate with the expectation of improvising everything on the fly (regardless of who does it), will have support in that regard. GMs for these games don't have to write anything they don't want to, and prep in of itself isn't a part of gameplay to begin with. In-game, it still comes down to whether or not improv is being employed, and there's a distinct difference between having to author the details of a gameworld on the fly and having to author the next plot beat or what have you. Its along that line where modules and adventure books tend to succeed or fail in my experience. And, because I just like to do it and am unashamed, this is something where I think my idea for Quest Blocks comes quite in handy, and I recently wrote out a play example that illustrates the idea: [/QUOTE]
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