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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9325851" data-attributes="member: 7044099"><p>Interesting! See, if you'd said "I just prefer unstructured RP to define characters" I'd say ok we just have different preferences and experiences, but asserting superiority is very different.</p><p></p><p>My experience with non-explicitly narrativist games differs greatly from yours. Absent the clear focus on joint character creation and links, I've found that, say, D&D games rely heavily on the players at hand and the DM's direction to get that sort of unstructured RP to go anywhere useful. You can see the natural evolution here in the Wildmount setting's (which Matt Mercer had a huge hand in writing and designing) "<a href="http://dnd5e.wikidot.com/background:wildemount-heroic-chronicle" target="_blank">Heroic Chronicle</a>" guided path to character creation + NPC & PC links up front that you build with the DM and other players, to where they've ended up with Daggerheart where that same sort of thing is loaded into the core ruleset to facilitate narrative RP. </p><p></p><p>Without that clear direction, my experience is that there's often a lot of flailing around about "why are we here doing stuff" or "ok, I guess I'll emote in my little box created for me as we follow the DM's breadcrumbs forward." Those extended scenes of just RPing with no focus, weather it be with the DM/NPCs or each other, I firmly believe happen more because non-narrative rulesets lack the focus and guide towards PC input in creation of themselves, the party, and the world state.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9325851, member: 7044099"] Interesting! See, if you'd said "I just prefer unstructured RP to define characters" I'd say ok we just have different preferences and experiences, but asserting superiority is very different. My experience with non-explicitly narrativist games differs greatly from yours. Absent the clear focus on joint character creation and links, I've found that, say, D&D games rely heavily on the players at hand and the DM's direction to get that sort of unstructured RP to go anywhere useful. You can see the natural evolution here in the Wildmount setting's (which Matt Mercer had a huge hand in writing and designing) "[URL='http://dnd5e.wikidot.com/background:wildemount-heroic-chronicle']Heroic Chronicle[/URL]" guided path to character creation + NPC & PC links up front that you build with the DM and other players, to where they've ended up with Daggerheart where that same sort of thing is loaded into the core ruleset to facilitate narrative RP. Without that clear direction, my experience is that there's often a lot of flailing around about "why are we here doing stuff" or "ok, I guess I'll emote in my little box created for me as we follow the DM's breadcrumbs forward." Those extended scenes of just RPing with no focus, weather it be with the DM/NPCs or each other, I firmly believe happen more because non-narrative rulesets lack the focus and guide towards PC input in creation of themselves, the party, and the world state. [/QUOTE]
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