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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9327680" data-attributes="member: 7044099"><p>Yes, some of us find "IC talking for the sake of talking" deeply tiresome, but that's a personal opinion. I have personally never encountered IC back and forth with little momentum that improved the game state, and is in fact the thing I run into most likely to result in players not involved pulling out their phones / zoning out.</p><p></p><p>For the latter, if you're not being deliberately obtuse about how many D&D style games roll out, you do the "your characters are together in a tavern, maybe we do a quick backstory intro, and the social contract for play is that you're agreeing to go. Now here's a DM fed quest, we're off!" Do some groups maybe spend more session 0 time co-building characters and stuff? Yeah for sure, but the <em>system</em> isn't helping.</p><p></p><p>The last 2 games I played in, the first was a very stereotypical "you all answered a notice for work, meeting in a tavern, here's the quest." The second was the first 3 met on a caravan heading to the town (Dungeons of Drakkehiem), and the two of us who came in for session 2 just folded in with a brief "you see each other across the room at the tavern, now kith." Note that for the latter especially, that had lots of ramifications on party cohesion (or lack thereof) - because there was no compatibility of drive or character priority.</p><p></p><p>For the last 5e game I started, I had 4/5 players figure out a reason why they were already known to each other; then figure out a reason why all 5 where at the present place and wanting to meeting the same person. That was at least stronger - but that was all on me the DM to figure out, and is still pretty barebones.</p><p></p><p>(note that 2 of the characters linked up "because I was almost dead and he saved me" and they've been referencing that level of trust ever since, despite never RPing it out...)</p></blockquote><p></p>
[QUOTE="zakael19, post: 9327680, member: 7044099"] Yes, some of us find "IC talking for the sake of talking" deeply tiresome, but that's a personal opinion. I have personally never encountered IC back and forth with little momentum that improved the game state, and is in fact the thing I run into most likely to result in players not involved pulling out their phones / zoning out. For the latter, if you're not being deliberately obtuse about how many D&D style games roll out, you do the "your characters are together in a tavern, maybe we do a quick backstory intro, and the social contract for play is that you're agreeing to go. Now here's a DM fed quest, we're off!" Do some groups maybe spend more session 0 time co-building characters and stuff? Yeah for sure, but the [I]system[/I] isn't helping. The last 2 games I played in, the first was a very stereotypical "you all answered a notice for work, meeting in a tavern, here's the quest." The second was the first 3 met on a caravan heading to the town (Dungeons of Drakkehiem), and the two of us who came in for session 2 just folded in with a brief "you see each other across the room at the tavern, now kith." Note that for the latter especially, that had lots of ramifications on party cohesion (or lack thereof) - because there was no compatibility of drive or character priority. For the last 5e game I started, I had 4/5 players figure out a reason why they were already known to each other; then figure out a reason why all 5 where at the present place and wanting to meeting the same person. That was at least stronger - but that was all on me the DM to figure out, and is still pretty barebones. (note that 2 of the characters linked up "because I was almost dead and he saved me" and they've been referencing that level of trust ever since, despite never RPing it out...) [/QUOTE]
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