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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9319889" data-attributes="member: 7040941"><p>I don't really see how either of you find what I'm saying ambiguous. All I suggested was adding a more interesting mechanism to introduce the Signs to the Leader than "here's your Sign(s)", that as I noted is more in line with how such things worked in actual Greek Mythological narratives.</p><p></p><p>The Leader still interprets the signs, and the mechanic works as it does normally. The only difference is <em>timing</em> and <em>context</em>, which allows the GM to contribute to the overall effect the Signs provide the experience.</p><p></p><p>And its not like these things dropping out of the sky isn't a thing either; but thats still contextual. Agamemnon receiving a dream from Zeus may as well be random from his perspective, but its still contextual in the context of the Illiad's narrative; it was never a random occurrence.</p><p></p><p></p><p></p><p>Well thats what I was getting at with the Islands not having all that much to do, as there isn't that many options to actually lose out on when it comes to filling out the Vault. Particularly if we're assuming we'd want more than a single session playthrough anyway.</p><p></p><p>And plus, you could easily stipulate that the Signs have to come early, which is actually how it happened in my example; going after the Serpent was nearly the first thing we did as the cultists tried to take us as soon as got on shore.</p><p></p><p></p><p></p><p></p><p>Now that is what I'm talking about. Thats a great idea.</p><p></p><p>Something I find strange is that the game does have a section regarding making a Sacrifice to the Gods, but its only used for Favor/Wrath with may be a Bond.</p><p></p><p>I could easily see such a thing being leveraged in a secondary way to get another Sign while on the Island. This is the kind of thing I'm thinking of when I describe feedback loops interacting with one another.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9319889, member: 7040941"] I don't really see how either of you find what I'm saying ambiguous. All I suggested was adding a more interesting mechanism to introduce the Signs to the Leader than "here's your Sign(s)", that as I noted is more in line with how such things worked in actual Greek Mythological narratives. The Leader still interprets the signs, and the mechanic works as it does normally. The only difference is [I]timing[/I] and [I]context[/I], which allows the GM to contribute to the overall effect the Signs provide the experience. And its not like these things dropping out of the sky isn't a thing either; but thats still contextual. Agamemnon receiving a dream from Zeus may as well be random from his perspective, but its still contextual in the context of the Illiad's narrative; it was never a random occurrence. Well thats what I was getting at with the Islands not having all that much to do, as there isn't that many options to actually lose out on when it comes to filling out the Vault. Particularly if we're assuming we'd want more than a single session playthrough anyway. And plus, you could easily stipulate that the Signs have to come early, which is actually how it happened in my example; going after the Serpent was nearly the first thing we did as the cultists tried to take us as soon as got on shore. Now that is what I'm talking about. Thats a great idea. Something I find strange is that the game does have a section regarding making a Sacrifice to the Gods, but its only used for Favor/Wrath with may be a Bond. I could easily see such a thing being leveraged in a secondary way to get another Sign while on the Island. This is the kind of thing I'm thinking of when I describe feedback loops interacting with one another. [/QUOTE]
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