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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9322803" data-attributes="member: 82106"><p>Mmmm, at the danger of appearing to put anything in [USER=16586]@Campbell[/USER]'s voice, I think this is all a lot more a hangover from vast numbers of threads where a certain faction of posters has beaten endlessly on this inconsistency, or 'lack of quality' drum. I'm not here to war with anyone but I'd be a rich man if I had a dime for every time I've been told it is impossible to arrive at a fiction which seems compelling and internally consistent EXCEPT by the process of laborious pre-authorship. How the exact measurement of the frontage of a building must be specified or else there's a terrible danger that somewhere down the road some player will unearth an inconsistency between that non-fact and some other world detail, and so on and so forth. I mean, obviously it extends into all aspects of the fiction, not just 'map details'. It is one of those tired points of contention where ultimately one side can argue endlessly that the other simply hasn't run into the problem yet, and the other side can only get so far that the first declares it all a matter of taste and seals themselves up in their motte. </p><p></p><p>In the end it is just better to talk about goals and techniques in a value-free sense, just as which things match up with each other. What goals match with which techniques, ephemera, etc. and then validate it all in practice, because theory is good in theory, but practice is good in practice. lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9322803, member: 82106"] Mmmm, at the danger of appearing to put anything in [USER=16586]@Campbell[/USER]'s voice, I think this is all a lot more a hangover from vast numbers of threads where a certain faction of posters has beaten endlessly on this inconsistency, or 'lack of quality' drum. I'm not here to war with anyone but I'd be a rich man if I had a dime for every time I've been told it is impossible to arrive at a fiction which seems compelling and internally consistent EXCEPT by the process of laborious pre-authorship. How the exact measurement of the frontage of a building must be specified or else there's a terrible danger that somewhere down the road some player will unearth an inconsistency between that non-fact and some other world detail, and so on and so forth. I mean, obviously it extends into all aspects of the fiction, not just 'map details'. It is one of those tired points of contention where ultimately one side can argue endlessly that the other simply hasn't run into the problem yet, and the other side can only get so far that the first declares it all a matter of taste and seals themselves up in their motte. In the end it is just better to talk about goals and techniques in a value-free sense, just as which things match up with each other. What goals match with which techniques, ephemera, etc. and then validate it all in practice, because theory is good in theory, but practice is good in practice. lol. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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