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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Wolfpack48" data-source="post: 9330676" data-attributes="member: 6872648"><p>That sounds right, and I can see why some folks would want the system of the game to be consistently narrative in focus. From everything to character interaction, to stealthy infliltration to out and out combat.</p><p></p><p>That's fair. I think it was a bit further in that folks realized D&D didn't have to be 100% combat-fest, but there was always a bit of wargamer aspect to it, even tension relief. Traps, overland adventures, and character interaction were always something that folks gradually wanted more of (after tiring of hack and slay 100% for a while). I do feel like D&D has graduated a bit beyond that by now, but you can even see the tension there with a more "story-focused" series like Dragonlance. We never understood the hate for that series that others did, but I do remember folks thinking the chartacter relationship piece and overarching was a cool new lens available to the game. The railroad aspect was what people really kicked out against, but I think it sorta depended how you were playing at the time. I think much of all of this is how everyone's particular table evolved (or didn't).</p><p></p><p></p><p>I'll only say that the system itself (the rulebooks) may be constrained, but I think lots of tables have learned over the years to do the work (it's not that hard) to add narrative and relationship elements. Heck, Jennell Jacquay's Central Casting came out in <em>1995</em>.</p></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9330676, member: 6872648"] That sounds right, and I can see why some folks would want the system of the game to be consistently narrative in focus. From everything to character interaction, to stealthy infliltration to out and out combat. That's fair. I think it was a bit further in that folks realized D&D didn't have to be 100% combat-fest, but there was always a bit of wargamer aspect to it, even tension relief. Traps, overland adventures, and character interaction were always something that folks gradually wanted more of (after tiring of hack and slay 100% for a while). I do feel like D&D has graduated a bit beyond that by now, but you can even see the tension there with a more "story-focused" series like Dragonlance. We never understood the hate for that series that others did, but I do remember folks thinking the chartacter relationship piece and overarching was a cool new lens available to the game. The railroad aspect was what people really kicked out against, but I think it sorta depended how you were playing at the time. I think much of all of this is how everyone's particular table evolved (or didn't). I'll only say that the system itself (the rulebooks) may be constrained, but I think lots of tables have learned over the years to do the work (it's not that hard) to add narrative and relationship elements. Heck, Jennell Jacquay's Central Casting came out in [I]1995[/I]. [/QUOTE]
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