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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="hawkeyefan" data-source="post: 9331026" data-attributes="member: 6785785"><p>It means that the choices made by players shape play in a meaningful way. And more so, they must do so. Play cannot proceed without that. </p><p></p><p>We're not just going to run Tomb of Annihilation. We're going to play a game that is about my character, and the other players' characters. The story must be theirs and cannot be anyone else's. You can't just swap out PCs and continue on as you could in most classic or trad type play. </p><p></p><p></p><p></p><p>I mean, you seem to read that there cannot be any color in a game that's trying to always push toward conflict, so I suppose this is just an unfortunate aspect of discussion. </p><p></p><p>The focus of such a game is going to be challenging the characters and their ideals or beliefs. Putting the things they care about in crosshairs and seeing how they respond. It doesn't mean there'll never be a scene where two players just kind of play their PCs in a way that reinforces what we know... it just means that's not the "main ingredient" as you called it. Such scenes are going to be short and to the point and part of building toward something more. </p><p></p><p></p><p></p><p>I didn't make that point... I don't think I agree with it. I mean, combat is one of the high points of player agency in traditional D&D. We know the rules and how they work, and we have a good sense of the odds, and what we are capable of. We can look at two different actions and have a good idea of which may be the more helpful to take. </p><p></p><p>So, I don't see combat as limiting agency, or narrativist play. </p><p></p><p></p><p></p><p>Yeah, your understanding is on point.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9331026, member: 6785785"] It means that the choices made by players shape play in a meaningful way. And more so, they must do so. Play cannot proceed without that. We're not just going to run Tomb of Annihilation. We're going to play a game that is about my character, and the other players' characters. The story must be theirs and cannot be anyone else's. You can't just swap out PCs and continue on as you could in most classic or trad type play. I mean, you seem to read that there cannot be any color in a game that's trying to always push toward conflict, so I suppose this is just an unfortunate aspect of discussion. The focus of such a game is going to be challenging the characters and their ideals or beliefs. Putting the things they care about in crosshairs and seeing how they respond. It doesn't mean there'll never be a scene where two players just kind of play their PCs in a way that reinforces what we know... it just means that's not the "main ingredient" as you called it. Such scenes are going to be short and to the point and part of building toward something more. I didn't make that point... I don't think I agree with it. I mean, combat is one of the high points of player agency in traditional D&D. We know the rules and how they work, and we have a good sense of the odds, and what we are capable of. We can look at two different actions and have a good idea of which may be the more helpful to take. So, I don't see combat as limiting agency, or narrativist play. Yeah, your understanding is on point. [/QUOTE]
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