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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9326663" data-attributes="member: 82106"><p>My experience with Stonetop, which is the most immediate right now in my mind, is that FIRST we do some 'session 0' stuff, where the game actually outlines a set of questions you can ask, and things you can decide (mostly as a group) that help define each character and establish some preexisting backstory. THEN you start playing, and BAM! Right away Yorath and Donel are interacting, with each other, with Donel's crew, with the elders, with Yorath's friend Emrys, with the ranger, Branwyn, etc. This is RP, it is "we are doing stuff" AND it is definitely bearing on their relationships.</p><p></p><p>Yorath has a conflict with an elder, and it is slowly tearing apart the council and thus perhaps Stonetop itself. So finally last session he realizes that, as selfish as Yorath is, he really has no better place to go than Stonetop, he's at least mostly accepted here, and he has some leeway to do his Fox stuff if he's not too crazy about it (IE no robbing his neighbors). So he gives in and agrees to take the necessary action to end the conflict, which means a dangerous outland mission to find the elder's daughter and bring her back. </p><p></p><p>Now he's got to get Donal onboard, but luckily the two of them seem to naturally fall in together, both being scoundrels at heart, to a degree. Plus Yorath is kind of impressed with Donal's daring do. He's also won around Emrys, and so off we go to steal a girl from dangerous nomads. It is all personality driven, really. I find it is the reverse of D&D games, where I first have to engineer why it is my character is doing this thing, and THEN express some sort of personality within those confines. It is like the opposite of Stonetop!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9326663, member: 82106"] My experience with Stonetop, which is the most immediate right now in my mind, is that FIRST we do some 'session 0' stuff, where the game actually outlines a set of questions you can ask, and things you can decide (mostly as a group) that help define each character and establish some preexisting backstory. THEN you start playing, and BAM! Right away Yorath and Donel are interacting, with each other, with Donel's crew, with the elders, with Yorath's friend Emrys, with the ranger, Branwyn, etc. This is RP, it is "we are doing stuff" AND it is definitely bearing on their relationships. Yorath has a conflict with an elder, and it is slowly tearing apart the council and thus perhaps Stonetop itself. So finally last session he realizes that, as selfish as Yorath is, he really has no better place to go than Stonetop, he's at least mostly accepted here, and he has some leeway to do his Fox stuff if he's not too crazy about it (IE no robbing his neighbors). So he gives in and agrees to take the necessary action to end the conflict, which means a dangerous outland mission to find the elder's daughter and bring her back. Now he's got to get Donal onboard, but luckily the two of them seem to naturally fall in together, both being scoundrels at heart, to a degree. Plus Yorath is kind of impressed with Donal's daring do. He's also won around Emrys, and so off we go to steal a girl from dangerous nomads. It is all personality driven, really. I find it is the reverse of D&D games, where I first have to engineer why it is my character is doing this thing, and THEN express some sort of personality within those confines. It is like the opposite of Stonetop! [/QUOTE]
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