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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9328530" data-attributes="member: 7044099"><p>Our contention here is that it's very common and the <em>system</em> doesn't bake in a degree of guided character creation the way an explicitly narrative game tends to. See, the topic of this thread. Narrative games build systems into their rules that try and facilitate connective player driven (directly / story now, or at least via significant espoused character hooks in creation) narratives from the get-go. D&D and similar are going to rely on a DM doing stuff like looking in those threads referenced last page, 3rd party guides, YT videos, etc etc and wrangling the party. </p><p></p><p>Obviously the success of Critical Role and other "actual play" games means you can get to something highly narrative, but it takes a lot more work, yeah?</p><p></p><p></p><p></p><p>I'd place the latter two on the same level, with the caveat that the middle is likely to be following from the last. Your OOC answers about the world lead to, as [USER=6696971]@Manbearcat[/USER] said <em>actionable</em> character moments that move the fiction. Without the OOC work up front and along the way, my personal experience is that you don't get much of the middle - just idk, banter? Which is fun and all, for the people involved, but can quickly get spotlight hoggy and boring.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9328530, member: 7044099"] Our contention here is that it's very common and the [I]system[/I] doesn't bake in a degree of guided character creation the way an explicitly narrative game tends to. See, the topic of this thread. Narrative games build systems into their rules that try and facilitate connective player driven (directly / story now, or at least via significant espoused character hooks in creation) narratives from the get-go. D&D and similar are going to rely on a DM doing stuff like looking in those threads referenced last page, 3rd party guides, YT videos, etc etc and wrangling the party. Obviously the success of Critical Role and other "actual play" games means you can get to something highly narrative, but it takes a lot more work, yeah? I'd place the latter two on the same level, with the caveat that the middle is likely to be following from the last. Your OOC answers about the world lead to, as [USER=6696971]@Manbearcat[/USER] said [I]actionable[/I] character moments that move the fiction. Without the OOC work up front and along the way, my personal experience is that you don't get much of the middle - just idk, banter? Which is fun and all, for the people involved, but can quickly get spotlight hoggy and boring. [/QUOTE]
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