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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9327856" data-attributes="member: 42582"><p>A page or two upthread I mentioned a couple of PCs from my Torchbeare 2e game:</p><p>When Fea-bella attacked the Dwarven NPC Gerda, Golin stood back. When Golin attacked the Elven NPC Megloss (after Megloss killed Gerda), Fea-bella stood back.</p><p></p><p>When the Elven NPC Glothfindel tried to persuade Golin to return the Elven sword that Golin had found strapped to Glothfindel's saddle, when Glothfindel had been taken prisoner, Fea-bella assisted Glothfindel: after all, Dwarves are greedy, and all Elves need help in these dark times.</p><p></p><p>I think these are the sorts of interactions that reveal characters' interrelationships. They are not the only ones - Agon 2e, for instance, builds into its "downtime" phase a reflection by the PCs on one another's actions and responses to the island they have just left. But I think they are the most important. They show the characters in action.</p><p></p><p>In a party-based game - which Torchbearer and Agon both are - there is always the question of <em>limits</em>: how far will a player push their play of their PC when that generates conflict with another PC. (This doesn't come up the same way in non-party-based RPGing.) This in turn leads to a certain degree of stylisation, in my experience, but no worse than (say) Claremont-era X-Men.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9327856, member: 42582"] A page or two upthread I mentioned a couple of PCs from my Torchbeare 2e game: When Fea-bella attacked the Dwarven NPC Gerda, Golin stood back. When Golin attacked the Elven NPC Megloss (after Megloss killed Gerda), Fea-bella stood back. When the Elven NPC Glothfindel tried to persuade Golin to return the Elven sword that Golin had found strapped to Glothfindel's saddle, when Glothfindel had been taken prisoner, Fea-bella assisted Glothfindel: after all, Dwarves are greedy, and all Elves need help in these dark times. I think these are the sorts of interactions that reveal characters' interrelationships. They are not the only ones - Agon 2e, for instance, builds into its "downtime" phase a reflection by the PCs on one another's actions and responses to the island they have just left. But I think they are the most important. They show the characters in action. In a party-based game - which Torchbearer and Agon both are - there is always the question of [I]limits[/I]: how far will a player push their play of their PC when that generates conflict with another PC. (This doesn't come up the same way in non-party-based RPGing.) This in turn leads to a certain degree of stylisation, in my experience, but no worse than (say) Claremont-era X-Men. [/QUOTE]
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