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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Manbearcat" data-source="post: 9325231" data-attributes="member: 6696971"><p>I have no doubt, at all, that you (and several others that I could name) would not like being a player in the games I typically GM, but I suspect you would have loved the 3.x Forgotten Realms game I GMed from 99 to 04 (which...I abhored it...it was in service to friendship).</p><p></p><p>I don't think you would have an issue with the color or texture of play. When I describe situations, the situations certainly aren't bereft of color, mood, tone, texture, and metaphor/motiff-as guide. There is plenty of that. But the structure and the goal-directedness (and I'm not just talking about the superstructure of the game engines themselves, I'm also talking about the back-and-forth of conversation) of each moment of play would almost surely generate a pace, attached aesthetic, and cognitive space that you would almost surely find unpalatable.</p><p></p><p>You would not like being a player in a game I GM. I think pointed, clear conversations around these things are a net good precisely because they reveal mismatches like this. That is healthy. Meanwhile, I think the opposite (the either willful or unknowing act of mystifying process and obliterating the stark lines of distinguishing characteristics of various games and various play and the priorities that underwrite the play) is deeply harmful...and not just on a singular level.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9325231, member: 6696971"] I have no doubt, at all, that you (and several others that I could name) would not like being a player in the games I typically GM, but I suspect you would have loved the 3.x Forgotten Realms game I GMed from 99 to 04 (which...I abhored it...it was in service to friendship). I don't think you would have an issue with the color or texture of play. When I describe situations, the situations certainly aren't bereft of color, mood, tone, texture, and metaphor/motiff-as guide. There is plenty of that. But the structure and the goal-directedness (and I'm not just talking about the superstructure of the game engines themselves, I'm also talking about the back-and-forth of conversation) of each moment of play would almost surely generate a pace, attached aesthetic, and cognitive space that you would almost surely find unpalatable. You would not like being a player in a game I GM. I think pointed, clear conversations around these things are a net good precisely because they reveal mismatches like this. That is healthy. Meanwhile, I think the opposite (the either willful or unknowing act of mystifying process and obliterating the stark lines of distinguishing characteristics of various games and various play and the priorities that underwrite the play) is deeply harmful...and not just on a singular level. [/QUOTE]
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