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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Manbearcat" data-source="post: 9329964" data-attributes="member: 6696971"><p>I don't have time to compose a post of any heft today, so here are a few words:</p><p></p><p>* I would hope that everyone has their head around the differences between (a) the constraints and dynamics of initial conditions established during preplay ("I select Would Be Hero as my playbook and I answer the question "who is counting on you (?)" with "Zuzu the troublemaking orphan who has been discarded three times over") vs (b) the dynamics of actual play (hard move on a 6- result during Homefront; <em>Zuzu has set fire to his last foster family's home and run away into the deep dark of The Great Wood...which no one has dare tread in a decade...word is spreading around Stonetop that the steading is better off without the boy..."what do you do Would Be Hero?"</em>).</p><p></p><p>* Personally, when I use the term <em>conflict</em>, I'm always referring to the dynamics of <em>conflict-charged play or Narrativist priorities (see the above preplay question and attendant hard move)</em>. When I use the term <em>challenge</em>, I'm referring to the dynamics of <em>challenge-based play or Gamist priorities</em>.</p><p></p><p>* While 5e Background Traits were one of the three things I talked up at late playtest and then at the game's release, I would hope (especially in light of all of the ample conversation around [USER=6785785]@hawkeyefan[/USER] 's home game GM handling of situation + the Folk Hero Trait) that people understand the significant difference between both the implications of the preplay selection of 5e's Folk Hero Background vs the preplay selection of Stonetop's Would Be Hero playbook + the answering of a preplay question like in the first bullet point, and the downstream consequences for those dynamics on the actual play of those two games.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9329964, member: 6696971"] I don't have time to compose a post of any heft today, so here are a few words: * I would hope that everyone has their head around the differences between (a) the constraints and dynamics of initial conditions established during preplay ("I select Would Be Hero as my playbook and I answer the question "who is counting on you (?)" with "Zuzu the troublemaking orphan who has been discarded three times over") vs (b) the dynamics of actual play (hard move on a 6- result during Homefront; [I]Zuzu has set fire to his last foster family's home and run away into the deep dark of The Great Wood...which no one has dare tread in a decade...word is spreading around Stonetop that the steading is better off without the boy..."what do you do Would Be Hero?"[/I]). * Personally, when I use the term [I]conflict[/I], I'm always referring to the dynamics of [I]conflict-charged play or Narrativist priorities (see the above preplay question and attendant hard move)[/I]. When I use the term [I]challenge[/I], I'm referring to the dynamics of [I]challenge-based play or Gamist priorities[/I]. * While 5e Background Traits were one of the three things I talked up at late playtest and then at the game's release, I would hope (especially in light of all of the ample conversation around [USER=6785785]@hawkeyefan[/USER] 's home game GM handling of situation + the Folk Hero Trait) that people understand the significant difference between both the implications of the preplay selection of 5e's Folk Hero Background vs the preplay selection of Stonetop's Would Be Hero playbook + the answering of a preplay question like in the first bullet point, and the downstream consequences for those dynamics on the actual play of those two games. [/QUOTE]
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