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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="soviet" data-source="post: 9329248" data-attributes="member: 6925338"><p>I remember the opposite being characterised once as 'Middle earth is real, the player characters are just passing through'.</p><p></p><p>Which is a a perfectly valid and fun way to play! But it's not the only way to play. In a narrative game the setting is expected to be more malleable to the player characters. Not malleable as in 'doesn't have a solid existence'. Malleable in the sense of 'reacts to what the player characters do'. </p><p></p><p>I'm a player in a traditional D&D game that's lasted 34 years and we are very slowly playing through various Living Greyhawk adventures. It's good fun, but no-one has any expectation that the PC group will do anything other than play through the relevant modules more or less in order. We're not going to be killing the King, ruling the land, legalising hempweed, and turning Hochoch's economy on a war footing anytime soon.</p></blockquote><p></p>
[QUOTE="soviet, post: 9329248, member: 6925338"] I remember the opposite being characterised once as 'Middle earth is real, the player characters are just passing through'. Which is a a perfectly valid and fun way to play! But it's not the only way to play. In a narrative game the setting is expected to be more malleable to the player characters. Not malleable as in 'doesn't have a solid existence'. Malleable in the sense of 'reacts to what the player characters do'. I'm a player in a traditional D&D game that's lasted 34 years and we are very slowly playing through various Living Greyhawk adventures. It's good fun, but no-one has any expectation that the PC group will do anything other than play through the relevant modules more or less in order. We're not going to be killing the King, ruling the land, legalising hempweed, and turning Hochoch's economy on a war footing anytime soon. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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