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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9330783" data-attributes="member: 7044099"><p>I don't think I can, because as [USER=16586]@Campbell[/USER] notes it starts from premise & chargen forward in a system set up to facilitate that.</p><p></p><p>My experience with every single 5e group ever is that they're always looking to the DM for permission to do things, ranging from "hey, I want to find a thing, can I?" to "what's next on the quest adventure line?"</p><p></p><p>When I started my Stonetop game, we built the world starting point point from the fundamental premise (a town exists, you're part of it), and then the players espoused what particular things they were interested in via playbook selection, features, backgrounds, explicit answers to GM questions, etc. On top of that, they selected their starting goal: an opportunity to discover more about the Great Forest and Forest Folk. </p><p></p><p>You can probably approximate some of that via deep GM thought and work, and you can grab the "soft moves" that PBTA leans on and use them in a 5e game too, but as soon as things go to player ideations, "moves" the differences separate out. Hacking in skill challenges from 4e helps, but the math doesn't work as well (expertise breaks it) and the 5e skills are just not set up for the breath of player actions. So then you're back to a player looking at the DM for permission.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9330783, member: 7044099"] I don't think I can, because as [USER=16586]@Campbell[/USER] notes it starts from premise & chargen forward in a system set up to facilitate that. My experience with every single 5e group ever is that they're always looking to the DM for permission to do things, ranging from "hey, I want to find a thing, can I?" to "what's next on the quest adventure line?" When I started my Stonetop game, we built the world starting point point from the fundamental premise (a town exists, you're part of it), and then the players espoused what particular things they were interested in via playbook selection, features, backgrounds, explicit answers to GM questions, etc. On top of that, they selected their starting goal: an opportunity to discover more about the Great Forest and Forest Folk. You can probably approximate some of that via deep GM thought and work, and you can grab the "soft moves" that PBTA leans on and use them in a 5e game too, but as soon as things go to player ideations, "moves" the differences separate out. Hacking in skill challenges from 4e helps, but the math doesn't work as well (expertise breaks it) and the 5e skills are just not set up for the breath of player actions. So then you're back to a player looking at the DM for permission. [/QUOTE]
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