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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Autumnal" data-source="post: 9325438" data-attributes="member: 6671663"><p>[USER=42582]@pemerton[/USER] Which nicely embodies the difference between narrative and narrativist. I’m really tempted to do this thing where as a narrative fan, I believe that being precedes essence and talk about non-premise-focused play and how it’s antecedent to…but nah. It’d be trolling.</p><p></p><p>The truth can be out with much more simplicity and less Sartre. I do like dramatic tension and the testing of characters, though I do so in a framework with less Egri in it. But I also like emulation of characters and environments in contexts where there is no testing to speak of going in - simply imagining another place and someone to be within it. I think there can be some great storytelling in which conflict is absent or incidental or off-screen in some way. See, for instance, <a href="https://www.authorcarlara.com/amp/kishotenketsu-a-plot-structure-without-conflict" target="_blank">Kishotenketsu - a plot structure without conflict</a> and Adam Nevill’s short story collection Wyrd And Other Derelictions, a set of stories without characters, each about the aftermath where something terrible happened.</p><p></p><p>For me, the intensity is like a meal I’ve to ration my consumption of because too much of it sets off an allergy or makes metabolic problems or interferes with a medication in too-great concentrations or whatever, as well as just plain liking other types of meals in the same overall menu plan.</p><p></p><p>[USER=7044099]@zakael19[/USER] Oh, wow, yes yes yes about energized versus drained. I got hooked on the feeling while playtesting Adventure 1st edition and have sought to make it a regular thing ever since. Co-creating is <em>fun</em> in ways that one-way description just isn’t.</p></blockquote><p></p>
[QUOTE="Autumnal, post: 9325438, member: 6671663"] [USER=42582]@pemerton[/USER] Which nicely embodies the difference between narrative and narrativist. I’m really tempted to do this thing where as a narrative fan, I believe that being precedes essence and talk about non-premise-focused play and how it’s antecedent to…but nah. It’d be trolling. The truth can be out with much more simplicity and less Sartre. I do like dramatic tension and the testing of characters, though I do so in a framework with less Egri in it. But I also like emulation of characters and environments in contexts where there is no testing to speak of going in - simply imagining another place and someone to be within it. I think there can be some great storytelling in which conflict is absent or incidental or off-screen in some way. See, for instance, [URL='https://www.authorcarlara.com/amp/kishotenketsu-a-plot-structure-without-conflict']Kishotenketsu - a plot structure without conflict[/URL] and Adam Nevill’s short story collection Wyrd And Other Derelictions, a set of stories without characters, each about the aftermath where something terrible happened. For me, the intensity is like a meal I’ve to ration my consumption of because too much of it sets off an allergy or makes metabolic problems or interferes with a medication in too-great concentrations or whatever, as well as just plain liking other types of meals in the same overall menu plan. [USER=7044099]@zakael19[/USER] Oh, wow, yes yes yes about energized versus drained. I got hooked on the feeling while playtesting Adventure 1st edition and have sought to make it a regular thing ever since. Co-creating is [I]fun[/I] in ways that one-way description just isn’t. [/QUOTE]
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