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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="hawkeyefan" data-source="post: 9327765" data-attributes="member: 6785785"><p>I think that this kind of thing… back and forth discussion in character… can certainly lend some perspective on character relationships and history. I don’t think that goal is necessarily a waste of time. But there are some things that need to be considered. </p><p></p><p>What’s the banter accomplishing? Is it establishing new information? Or merely reinforcing things we already know? How many players does it involve? How much does this matter to the non-involved players? What else may be going on in the game that is demanding our attention?</p><p></p><p>All these things matter quite a bit, I think. </p><p></p><p>If something new is being established, then I’m more inclined to give such a scene more time. If not, thenI think it’s a case of short and to the point being best.</p><p></p><p>The more players involved, the better. Again, if it’s some new dynamic, then I think even the non-involved players are likely interested, but generally, the fewer players observing a scene rather than taking part in it, the better. The more players not involved, the quicker I prefer these scenes to move. </p><p></p><p>Also important is… what’s next? What are we putting off to expand this scene? Is it something urgent (meaning urgent to the players and the pace of the game more than to the characters)? Does pausing to give a scene like this more time disrupt the momentum of the game? Pacing is a part of GMing and knowing when to keep the pace brisk is important. Likewise, knowing when to take a more leisurely pace is key. Sometimes it makes absolute sense to do that. </p><p></p><p>Finally, what else may be going on at the same time? Can this PC to PC interaction take place while the characters are engaging in some kind of downtime action? Maybe replenishing gear or something similar. Maybe incorporate important or relevant NPCs into the scene and see what else may happen as a reault.</p><p></p><p>I don’t think there’s one right or wrong answer to any such situation. I think being a good GM means that you can consider all these factors and then push towards what you think is good for the game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9327765, member: 6785785"] I think that this kind of thing… back and forth discussion in character… can certainly lend some perspective on character relationships and history. I don’t think that goal is necessarily a waste of time. But there are some things that need to be considered. What’s the banter accomplishing? Is it establishing new information? Or merely reinforcing things we already know? How many players does it involve? How much does this matter to the non-involved players? What else may be going on in the game that is demanding our attention? All these things matter quite a bit, I think. If something new is being established, then I’m more inclined to give such a scene more time. If not, thenI think it’s a case of short and to the point being best. The more players involved, the better. Again, if it’s some new dynamic, then I think even the non-involved players are likely interested, but generally, the fewer players observing a scene rather than taking part in it, the better. The more players not involved, the quicker I prefer these scenes to move. Also important is… what’s next? What are we putting off to expand this scene? Is it something urgent (meaning urgent to the players and the pace of the game more than to the characters)? Does pausing to give a scene like this more time disrupt the momentum of the game? Pacing is a part of GMing and knowing when to keep the pace brisk is important. Likewise, knowing when to take a more leisurely pace is key. Sometimes it makes absolute sense to do that. Finally, what else may be going on at the same time? Can this PC to PC interaction take place while the characters are engaging in some kind of downtime action? Maybe replenishing gear or something similar. Maybe incorporate important or relevant NPCs into the scene and see what else may happen as a reault. I don’t think there’s one right or wrong answer to any such situation. I think being a good GM means that you can consider all these factors and then push towards what you think is good for the game. [/QUOTE]
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