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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="thefutilist" data-source="post: 9323339" data-attributes="member: 7044566"><p>I think GM side constraint is one aspect. Fixed fictional positioning is another (which is a form of constraint). In fact constraint as a whole. The more constraint on what you can say, the more it feels like the fiction has it’s own causality.</p><p></p><p>Anyway I think it works like that because constraint limits agency and so we attribute the agency elsewhere. If you add some variant of what [USER=71699]@clearstream[/USER] said. The same type of phenomena that authors describe when a character has it’s own will and won’t bend to the story. Something like that. Then the basic human (cognitive distortion?) of attributing intent kicks in. Maybe anyway, the specific psychological mechanics don’t really interest me that much.</p><p></p><p>Can you sell those processes on feels alone though? Probably not because you need wriggle room somewhere to generate more fiction. Which brings us back to the basic roleplay design question of what we leave mutable and what we leave fixed.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9323339, member: 7044566"] I think GM side constraint is one aspect. Fixed fictional positioning is another (which is a form of constraint). In fact constraint as a whole. The more constraint on what you can say, the more it feels like the fiction has it’s own causality. Anyway I think it works like that because constraint limits agency and so we attribute the agency elsewhere. If you add some variant of what [USER=71699]@clearstream[/USER] said. The same type of phenomena that authors describe when a character has it’s own will and won’t bend to the story. Something like that. Then the basic human (cognitive distortion?) of attributing intent kicks in. Maybe anyway, the specific psychological mechanics don’t really interest me that much. Can you sell those processes on feels alone though? Probably not because you need wriggle room somewhere to generate more fiction. Which brings us back to the basic roleplay design question of what we leave mutable and what we leave fixed. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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