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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="SteveC" data-source="post: 9330695" data-attributes="member: 9053"><p>I've written about this so many times I must sound like a broken record. You can have narrative play in any game system, but the ones that are designed for it make it work easier.</p><p></p><p>Every game I run, I use the "conversation" style play I first heard about in PbtA games. I ask questions right back to my players and let them create setting elements when they want more detail. I let them suggest what will happen on successes and failures. We will have wagers in games that don't have meta currency to give control to the players.</p><p></p><p>Now what playstyle is that? I would call it narrative but I'm sure it 100% doesn't meet some definition that some will use. But in less formal terms, that's what it means to me. Daggerheart, as well as PbtA or FitD games, have mechanics built into the game to make those ideas formally a part of the game, so they make it easier.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9330695, member: 9053"] I've written about this so many times I must sound like a broken record. You can have narrative play in any game system, but the ones that are designed for it make it work easier. Every game I run, I use the "conversation" style play I first heard about in PbtA games. I ask questions right back to my players and let them create setting elements when they want more detail. I let them suggest what will happen on successes and failures. We will have wagers in games that don't have meta currency to give control to the players. Now what playstyle is that? I would call it narrative but I'm sure it 100% doesn't meet some definition that some will use. But in less formal terms, that's what it means to me. Daggerheart, as well as PbtA or FitD games, have mechanics built into the game to make those ideas formally a part of the game, so they make it easier. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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