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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Autumnal" data-source="post: 9329694" data-attributes="member: 6671663"><p>Right on, [USER=42582]@pemerton[/USER] - I realized only gradually, but realism is never what I seek in gaming (with a caveat below), and like you, I end up disbelieving most claims about its importance to other people’s play. Not that I think they’re lying - I don’t see much of that all in tabletop gaming exchanges except in very specific contexts - but that they’ve latched into parts of play and a label and glued them together. I often think of the moment in the GURPS Cops development discussions out the sound and loudness of gunshots in various contexts. An experienced defense attorney weighed in with her experience on the range, in actual crime scenes, and in re-enactments during trials. The regulars talked right over her. They had acoustic and ballistic models into which her evidence didn’t fit, so it wasn’t considered relevant. I see that a lot. </p><p></p><p>There are some aspects of reality that do matter very much to me. (This is below.). In particular, aspects of psychology. As someone with both mental illness and other illness that has neurological and endocrinal consequences, I’m thinking about the insides of heads, mine and others’, a lot. More than I’d choose. But there it is. One of the reasons systems like Pendragon and Storyteller appealed to me early on is that they had provisions for people to <s>go right off their chump</s> be overwhelmed by passions stronger than reason. That’s true to my sense both of their genres and of reality. Systems in which characters are always controlled by reason and deliberated choice just feel fake to me.</p><p></p><p>And like that. Realism isn’t very realistic to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Autumnal, post: 9329694, member: 6671663"] Right on, [USER=42582]@pemerton[/USER] - I realized only gradually, but realism is never what I seek in gaming (with a caveat below), and like you, I end up disbelieving most claims about its importance to other people’s play. Not that I think they’re lying - I don’t see much of that all in tabletop gaming exchanges except in very specific contexts - but that they’ve latched into parts of play and a label and glued them together. I often think of the moment in the GURPS Cops development discussions out the sound and loudness of gunshots in various contexts. An experienced defense attorney weighed in with her experience on the range, in actual crime scenes, and in re-enactments during trials. The regulars talked right over her. They had acoustic and ballistic models into which her evidence didn’t fit, so it wasn’t considered relevant. I see that a lot. There are some aspects of reality that do matter very much to me. (This is below.). In particular, aspects of psychology. As someone with both mental illness and other illness that has neurological and endocrinal consequences, I’m thinking about the insides of heads, mine and others’, a lot. More than I’d choose. But there it is. One of the reasons systems like Pendragon and Storyteller appealed to me early on is that they had provisions for people to [S]go right off their chump[/S] be overwhelmed by passions stronger than reason. That’s true to my sense both of their genres and of reality. Systems in which characters are always controlled by reason and deliberated choice just feel fake to me. And like that. Realism isn’t very realistic to me. :) [/QUOTE]
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