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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Crimson Longinus" data-source="post: 9319978" data-attributes="member: 7025508"><p>The reason for setting up this is fine. I like ethical dilemmas. What I don't like here is how you present the options, and how limiting they are. Like for example why in #3 threatening them, but if they don't yield chickening out instead of shooting is not an option? (I suspect I know why, it is due what move this is, but I don't like it.) But perhaps these were just likely examples, and not actual limits?</p><p></p><p>Also, I'd try to present this so that the player of Midnight can concentrate on immersing to the situation, feeling like they're this person in such situation, making the choices. I.e. pretending that this is real. </p><p></p><p>I would also give the scavengers and other people present motivations and personalities, and try to faithfully present them as real people, instead of just as props for this dilemma. </p><p></p><p>And if this means that the player manages to somehow sidestep the situation, and defuse it in a way I didn't expect, then that is fine too, even though it wouldn't result the dramatic decision I envisioned. It's fine, there will be other situations, and respecting the player's agency to respond like a real person and think out of the box is more important that the specific dramatic beat. </p><p></p><p>So yeah, what I'm kinda saying is that I'm more fine with setting up the initial conditions so that challenge to the character's morals/beliefs/nature/etc are likely to occur, but once we are in the thick of it, I want the situation to be immersive and not feel artificially constrained just to make a point.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9319978, member: 7025508"] The reason for setting up this is fine. I like ethical dilemmas. What I don't like here is how you present the options, and how limiting they are. Like for example why in #3 threatening them, but if they don't yield chickening out instead of shooting is not an option? (I suspect I know why, it is due what move this is, but I don't like it.) But perhaps these were just likely examples, and not actual limits? Also, I'd try to present this so that the player of Midnight can concentrate on immersing to the situation, feeling like they're this person in such situation, making the choices. I.e. pretending that this is real. I would also give the scavengers and other people present motivations and personalities, and try to faithfully present them as real people, instead of just as props for this dilemma. And if this means that the player manages to somehow sidestep the situation, and defuse it in a way I didn't expect, then that is fine too, even though it wouldn't result the dramatic decision I envisioned. It's fine, there will be other situations, and respecting the player's agency to respond like a real person and think out of the box is more important that the specific dramatic beat. So yeah, what I'm kinda saying is that I'm more fine with setting up the initial conditions so that challenge to the character's morals/beliefs/nature/etc are likely to occur, but once we are in the thick of it, I want the situation to be immersive and not feel artificially constrained just to make a point. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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