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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="clearstream" data-source="post: 9330757" data-attributes="member: 71699"><p>I've been wondering about exactly that, and I strongly agree with you.</p><p></p><p></p><p>So if a player wants to address their character's resolve to "<em>stand up to Tyrants, no matter the cost</em>" then the spotlight should fall on that. And this is distinct from a player's possible desire that their character should have the resolve that they will "<em>stand up to Tyrants, no matter the cost</em>" but that this <em>shall never in fact cost the character</em>... no risk of execution etc. I think the player should embrace the costs, otherwise they're hardly playing sincerely to the premise.</p><p></p><p></p><p>I observe this changing across TTRPG. The realisations of the narrativism movement both cast a light on and showed how to better manage it. It's not that it was absent from play before then, but it was not well understood, it was not widely communicated (thus found by some groups and possibly not others) and the tech hadn't evolved to drive it consistently (which is a form of communication in itself). Folk would like neat categories, but the reality is messy.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9330757, member: 71699"] I've been wondering about exactly that, and I strongly agree with you. So if a player wants to address their character's resolve to "[I]stand up to Tyrants, no matter the cost[/I]" then the spotlight should fall on that. And this is distinct from a player's possible desire that their character should have the resolve that they will "[I]stand up to Tyrants, no matter the cost[/I]" but that this [I]shall never in fact cost the character[/I]... no risk of execution etc. I think the player should embrace the costs, otherwise they're hardly playing sincerely to the premise. I observe this changing across TTRPG. The realisations of the narrativism movement both cast a light on and showed how to better manage it. It's not that it was absent from play before then, but it was not well understood, it was not widely communicated (thus found by some groups and possibly not others) and the tech hadn't evolved to drive it consistently (which is a form of communication in itself). Folk would like neat categories, but the reality is messy. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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