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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Crimson Longinus" data-source="post: 9330687" data-attributes="member: 7025508"><p>I didn't call it player driven, I just said it is at least as player driven than narrative games I've played. (Which admittedly are not many.) </p><p></p><p>But player driven aspects are that the players decide where to go, what to do, what goals to pursue. It is a faux sandbox.* And whilst there is certainly stuff going on, and situations the PCs can stumble into, there isn't any sort of overarching "main plot" that demands to be addressed. I also have no preplanned notions of how things "should go," so players are free to try crazy stuff and address or ignore problems as they see fit. </p><p></p><p>(*Faux, because every distant location or faction actually isn't fully preplanned, but detail get added once players exhibit interests to a thing. This is just due me being lazy, rather than for any reasons related to gaming ideology.)</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9330687, member: 7025508"] I didn't call it player driven, I just said it is at least as player driven than narrative games I've played. (Which admittedly are not many.) But player driven aspects are that the players decide where to go, what to do, what goals to pursue. It is a faux sandbox.* And whilst there is certainly stuff going on, and situations the PCs can stumble into, there isn't any sort of overarching "main plot" that demands to be addressed. I also have no preplanned notions of how things "should go," so players are free to try crazy stuff and address or ignore problems as they see fit. (*Faux, because every distant location or faction actually isn't fully preplanned, but detail get added once players exhibit interests to a thing. This is just due me being lazy, rather than for any reasons related to gaming ideology.) [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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