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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="clearstream" data-source="post: 9330268" data-attributes="member: 71699"><p>It looks like a strong example of the design trend first labelled neotrad (although I have concerns that for some that label is a barrier). Integrating rules and principles first seen in games associated with narrativism.</p><p></p><p>While the character creation has a D&Dish pattern and mechanical elements, I see the sort of background and connections questions that are becoming familiar in character creation. They're perhaps more tentative than they could be in instructing how they should be used</p><p> </p><p>Background</p><p></p><p style="margin-left: 20px">Next, explore your character’s background by filling out the “Background” section of your character guide. Several prompts are provided to jumpstart inspiration, but you or the GM can modify or change these questions to fit the character you’re looking to play. Think of the prompts as a jumping-off point if you don’t know where to start, but they should never inhibit your creativity.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>The decisions you make about your background are purely narrative, but they can deeply impact the kind of character you’re playing and the story the GM might prepare for your adventures.</strong> Over the course of character creation, feel free to adjust some mechanical choices you’ve made in earlier steps, allowing them to better reflect this background as the shape of your character comes into clearer focus.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you are planning to play in a campaign, once you finish the background questions, you can continue developing your character in whatever way works best for you. There are many character backstory tools you may wish to use—just remember to give the GM your backstory as well so that they can work any people, places, or ideas from it into the campaign they’re running. You may also choose not to do any more background work, instead finding out more about your character as you play. Whatever you find fun and allows you to play your character in a way that feels appealing and exciting is what you should lean into</p><p></p><p>Connections</p><p></p><p style="margin-left: 20px">These represent the relationships and personal history between you and the rest of your party members.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Once all players feel comfortable with their finished (or almost-finished) characters, summarize your characters for each other. At minimum, share your Name, Pronouns, Character Description, Experiences, and the answers to your Background Questions, but feel free to include other details you’d like the players to know. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Once everyone has shared who they’ll be playing, work together to decide how your characters are connected and how you feel about each other. The Connections section of your character guide provides inspiration for these connections— it is recommended you pick at least one question to ask another PC—but you’re welcome to create new questions. You can always turn down a question or relationship from another player if it’s not a good fit or not a relationship you’re interested in exploring. While it’s great to create Connections with every player, it’s perfectly okay if you’re not sure about some of them yet— you can always discover your relationships through play. These Connections are just a starting block to build on during the game.</p> <p style="margin-left: 20px"></p><p>The line I've bolded stood out to me because of its relation with some notions and language I've been questioning upthread. The words quoted could be read as deflating (especially "GM might prepare",) but I'm curious about the proposition that player exposition about their character can be "purely narrative" while still expected to "deeply impact". Earlier I said that overall I haven't observed many "just colour" player conversations during play. It is after all, all figment, all pretence. In a sense, the most powerful sort of player conversation would be "purely narrative".</p><p></p><p>Anyway, the Daggerheart design is certainly interesting enough to keep reading!</p></blockquote><p></p>
[QUOTE="clearstream, post: 9330268, member: 71699"] It looks like a strong example of the design trend first labelled neotrad (although I have concerns that for some that label is a barrier). Integrating rules and principles first seen in games associated with narrativism. While the character creation has a D&Dish pattern and mechanical elements, I see the sort of background and connections questions that are becoming familiar in character creation. They're perhaps more tentative than they could be in instructing how they should be used Background [INDENT]Next, explore your character’s background by filling out the “Background” section of your character guide. Several prompts are provided to jumpstart inspiration, but you or the GM can modify or change these questions to fit the character you’re looking to play. Think of the prompts as a jumping-off point if you don’t know where to start, but they should never inhibit your creativity. [B]The decisions you make about your background are purely narrative, but they can deeply impact the kind of character you’re playing and the story the GM might prepare for your adventures.[/B] Over the course of character creation, feel free to adjust some mechanical choices you’ve made in earlier steps, allowing them to better reflect this background as the shape of your character comes into clearer focus. If you are planning to play in a campaign, once you finish the background questions, you can continue developing your character in whatever way works best for you. There are many character backstory tools you may wish to use—just remember to give the GM your backstory as well so that they can work any people, places, or ideas from it into the campaign they’re running. You may also choose not to do any more background work, instead finding out more about your character as you play. Whatever you find fun and allows you to play your character in a way that feels appealing and exciting is what you should lean into[/INDENT] Connections [INDENT]These represent the relationships and personal history between you and the rest of your party members. Once all players feel comfortable with their finished (or almost-finished) characters, summarize your characters for each other. At minimum, share your Name, Pronouns, Character Description, Experiences, and the answers to your Background Questions, but feel free to include other details you’d like the players to know. Once everyone has shared who they’ll be playing, work together to decide how your characters are connected and how you feel about each other. The Connections section of your character guide provides inspiration for these connections— it is recommended you pick at least one question to ask another PC—but you’re welcome to create new questions. You can always turn down a question or relationship from another player if it’s not a good fit or not a relationship you’re interested in exploring. While it’s great to create Connections with every player, it’s perfectly okay if you’re not sure about some of them yet— you can always discover your relationships through play. These Connections are just a starting block to build on during the game. [/INDENT] The line I've bolded stood out to me because of its relation with some notions and language I've been questioning upthread. The words quoted could be read as deflating (especially "GM might prepare",) but I'm curious about the proposition that player exposition about their character can be "purely narrative" while still expected to "deeply impact". Earlier I said that overall I haven't observed many "just colour" player conversations during play. It is after all, all figment, all pretence. In a sense, the most powerful sort of player conversation would be "purely narrative". Anyway, the Daggerheart design is certainly interesting enough to keep reading! [/QUOTE]
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