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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Manbearcat" data-source="post: 9329266" data-attributes="member: 6696971"><p>I realize that folks have different tolerance levels for generating and experiencing plot and character via exposition dump. There is no objective standard. However, here is the thing for me when it comes to movies, books/short stories, and TTRPGs. Exposition dumps as a vector for story is absolutely <strong>Dead on Arrival</strong> to me. I want no part of that (reading/watching it or delivering that as a GM or sitting through it while players engage in protracted instances of it with each other). I am pretty much a "<em>show me, don't tell me"</em> absolutist. As far as my brain and emotions are concerned, <em>deft and economic "Show Me" is actual storycraft</em>, full stop. Experiencing anything more than the most pithy and singular (typically...if its actually woven and performed well, such that its mostly unobtrusive, in terms of exposition dumps, I can handle a few of them) instance of <em>"Tell Me"</em> elicits an eyeroll at best from me (at worst its an abrupt <em>Nope Out</em>). If you're plot dumping me or character dumping me? My read is <em>you don't know how to deliver story or character via actual showing</em>.</p><p></p><p>The vectors of action, elegant subtext/motif, and subtle + organic + economic delivery is the only way I want to experience setting, plot, character no matter the medium or my role (audience, reader, GM, or the very few moments of being a player). Like The Between's Vulnerable move and Janus Masks are a good way to deliver character-via-exposition if its going to happen via prompt/free play; chunky, concise, potent. Then move on to doing more stuff. Wash > Rinse > Repeat > Loop > Game Over.</p><p></p><p>And, again, if I'm running straight Pawn Stance Dungeon/Hexcrawls? I have zero interest in story from any direction. Exposition exists solely to relay obstacles/challenge-based situation to players. Play is all about executing the game engine procedures, deftly conveying the mapped/keyed/stocked obstacle courses I've pregenerated, and the moment to moment decision-points that generate the playing of the crawl's strategic and tactical dynamics. If, upon reflection, anything compelling in terms of story comes out of it? So be it, but its going to be shallow (at best) because its not the point and totally incidental.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9329266, member: 6696971"] I realize that folks have different tolerance levels for generating and experiencing plot and character via exposition dump. There is no objective standard. However, here is the thing for me when it comes to movies, books/short stories, and TTRPGs. Exposition dumps as a vector for story is absolutely [B]Dead on Arrival[/B] to me. I want no part of that (reading/watching it or delivering that as a GM or sitting through it while players engage in protracted instances of it with each other). I am pretty much a "[I]show me, don't tell me"[/I] absolutist. As far as my brain and emotions are concerned, [I]deft and economic "Show Me" is actual storycraft[/I], full stop. Experiencing anything more than the most pithy and singular (typically...if its actually woven and performed well, such that its mostly unobtrusive, in terms of exposition dumps, I can handle a few of them) instance of [I]"Tell Me"[/I] elicits an eyeroll at best from me (at worst its an abrupt [I]Nope Out[/I]). If you're plot dumping me or character dumping me? My read is [I]you don't know how to deliver story or character via actual showing[/I]. The vectors of action, elegant subtext/motif, and subtle + organic + economic delivery is the only way I want to experience setting, plot, character no matter the medium or my role (audience, reader, GM, or the very few moments of being a player). Like The Between's Vulnerable move and Janus Masks are a good way to deliver character-via-exposition if its going to happen via prompt/free play; chunky, concise, potent. Then move on to doing more stuff. Wash > Rinse > Repeat > Loop > Game Over. And, again, if I'm running straight Pawn Stance Dungeon/Hexcrawls? I have zero interest in story from any direction. Exposition exists solely to relay obstacles/challenge-based situation to players. Play is all about executing the game engine procedures, deftly conveying the mapped/keyed/stocked obstacle courses I've pregenerated, and the moment to moment decision-points that generate the playing of the crawl's strategic and tactical dynamics. If, upon reflection, anything compelling in terms of story comes out of it? So be it, but its going to be shallow (at best) because its not the point and totally incidental. [/QUOTE]
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