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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9328782" data-attributes="member: 82106"><p>Yeah, in contrast BitD posits the existence of a crew, which the PCs are the members of, which is an actual ongoing enterprise, not simply a juxtaposition of characters in time and space. To be fair it doesn't mandate any particular history or structure to the crew, you could literally instantiate it as a random collection of people who just met in a bar, but that would be a bit odd to say the least! Also, since the PCs have things like friends and a nemesis, a vice purveyor, etc. they've got various 'hooks' into town, which are likely to tie them to each other, given that these will form the context and resources from which the group will build a score.</p><p></p><p>Stonetop goes further of course, inviting the players to name and define the major NPCs of 'their' Stonetop, as well as relationships to other PCs and NPCs, all of which is likely to be the genesis of whatever conflicts and dangers then animate play.</p><p></p><p>I agree, TB2 doesn't actually bother with much in the way of "why are you a group?" There's sort of an implication that you and the other PCs are simply whatever washed up out of the gutter this week and would you please see yourselves out the town gate, please take as little stuff with you as we can get away with handing out. It's thin, but then again you are probably worrying more about where the next meal is coming from than who the heck that goddamned elf is.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9328782, member: 82106"] Yeah, in contrast BitD posits the existence of a crew, which the PCs are the members of, which is an actual ongoing enterprise, not simply a juxtaposition of characters in time and space. To be fair it doesn't mandate any particular history or structure to the crew, you could literally instantiate it as a random collection of people who just met in a bar, but that would be a bit odd to say the least! Also, since the PCs have things like friends and a nemesis, a vice purveyor, etc. they've got various 'hooks' into town, which are likely to tie them to each other, given that these will form the context and resources from which the group will build a score. Stonetop goes further of course, inviting the players to name and define the major NPCs of 'their' Stonetop, as well as relationships to other PCs and NPCs, all of which is likely to be the genesis of whatever conflicts and dangers then animate play. I agree, TB2 doesn't actually bother with much in the way of "why are you a group?" There's sort of an implication that you and the other PCs are simply whatever washed up out of the gutter this week and would you please see yourselves out the town gate, please take as little stuff with you as we can get away with handing out. It's thin, but then again you are probably worrying more about where the next meal is coming from than who the heck that goddamned elf is. [/QUOTE]
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