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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="clearstream" data-source="post: 9328943" data-attributes="member: 71699"><p>I feel these debates about D&D often founder on the fact that the game is "high DM curation" and actually "high player inclination" too. It means that X will say their play has always been like so and so, and Y will say their play has always been like such and such, and who really knows because the game text itself doesn't settle it.</p><p></p><p>One can also observe - as you do - that we're in a post-between-the-covers world. By which I mean that the metagame or around-game heavily influences play and it's incomplete analysis to go only from the text within the covers. That was always true, but doubly so today... so much that in the games industry one now regularly sees teams with "around-game" in their mission statements.</p><p></p><p>What one can concretely say though, is that game texts that do settle it (and many have been listed here) are liable to more consistently encourage it. Where those games are intelligently designed and well playtested, the prompting, structure and mechanics are likely to guide groups toward a more consistently satisfying result. Equally, as I observe up thread, that isn't guaranteed.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9328943, member: 71699"] I feel these debates about D&D often founder on the fact that the game is "high DM curation" and actually "high player inclination" too. It means that X will say their play has always been like so and so, and Y will say their play has always been like such and such, and who really knows because the game text itself doesn't settle it. One can also observe - as you do - that we're in a post-between-the-covers world. By which I mean that the metagame or around-game heavily influences play and it's incomplete analysis to go only from the text within the covers. That was always true, but doubly so today... so much that in the games industry one now regularly sees teams with "around-game" in their mission statements. What one can concretely say though, is that game texts that do settle it (and many have been listed here) are liable to more consistently encourage it. Where those games are intelligently designed and well playtested, the prompting, structure and mechanics are likely to guide groups toward a more consistently satisfying result. Equally, as I observe up thread, that isn't guaranteed. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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