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General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9330933" data-attributes="member: 7044099"><p>I'm not going to script out a full conversation, but I think the key difference will be in how the player responds to a framed scene. You're likely to get a DM frame (keying in on things of narrative focus to set teh fiction for potential mixed success/hard moves) -> player delivers some fiction -> some DM NPC play -> a move is triggered -> resolve -> fiction evolves -> soft moves until things are clear and players declare a new move via fictional + meta action.</p><p></p><p>In my experience with classic play, DM describes tavern with flavor. Players talk to bartender, you get some back and forth, and unless there's a clear next step players keep looking at the DM for either a fiat resolution (you get what you want), or hope for a skill check to be called for so they have action resolution.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9330933, member: 7044099"] I'm not going to script out a full conversation, but I think the key difference will be in how the player responds to a framed scene. You're likely to get a DM frame (keying in on things of narrative focus to set teh fiction for potential mixed success/hard moves) -> player delivers some fiction -> some DM NPC play -> a move is triggered -> resolve -> fiction evolves -> soft moves until things are clear and players declare a new move via fictional + meta action. In my experience with classic play, DM describes tavern with flavor. Players talk to bartender, you get some back and forth, and unless there's a clear next step players keep looking at the DM for either a fiat resolution (you get what you want), or hope for a skill check to be called for so they have action resolution. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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