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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="hawkeyefan" data-source="post: 9331045" data-attributes="member: 6785785"><p>It matters to the content of the fiction (which NPCs we're likely to encounter in which environment, etc.) but not to the nature (whichever it is, we're still engaging with the DM's prepared material).</p><p></p><p></p><p></p><p>Because it's still just telling us what GM prepared material we're engaging with. </p><p></p><p></p><p></p><p>I'm not seeing how what you're describing can't be a hexcrawl. Think of the Isle of Dread, or the jungles of Chult in Tomb of Annihilation, or Hot Springs Island in The Dark of Hot Springs Island... these are hexcrawl sandboxes.</p><p></p><p>There may be other subsets... pointcrawls or what have you... but they still work the same.</p><p></p><p></p><p></p><p>I didn't introduce the idea of myth to the discussion, so I'm not sure how to comment on it. I don't think there's anything that prevents myth in a story now game. Look at the examples people have brought up. Blades in the Dark has a setting, Stonetop has a setting, Spire has a setting, Burning Wheel doesn't offer one by default, but states that there are tons of settings out there and you can use any of them.</p><p></p><p>It's not about not having myth so much as how that myth is used.</p><p></p><p></p><p></p><p>Probably! I'm not sure what kind of sandbox you're talking about or how it differs from the examples I've provided. Can you offer an example?</p><p></p><p></p><p></p><p>Yes.</p><p></p><p></p><p></p><p>Focused on player decisions and choices, beginning with character creation. So you can't just run Isle of Dread or a similar sandbox with this kind of play. You have to actively incorporate the elements that the players have brought up or included in their character creation.</p><p></p><p></p><p></p><p>Other than sandbox, I'm not really using any strange terms, or alternate meanings of common words.</p><p></p><p></p><p></p><p>Again, I don't know what kind of sandbox you're talking about, or how the GM in that game would bring it about. Are there any formalized processes or mechanics for doing so? Or is it all just agreement between the players and GM?</p><p></p><p>And exactly what is done by the GM to incorporate the players' choices? To use your example, does the GM simply say that one of the NPCs in Chult is the brother's killer and then run Tomb of Annihilation with that change included? Or is there more to it?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9331045, member: 6785785"] It matters to the content of the fiction (which NPCs we're likely to encounter in which environment, etc.) but not to the nature (whichever it is, we're still engaging with the DM's prepared material). Because it's still just telling us what GM prepared material we're engaging with. I'm not seeing how what you're describing can't be a hexcrawl. Think of the Isle of Dread, or the jungles of Chult in Tomb of Annihilation, or Hot Springs Island in The Dark of Hot Springs Island... these are hexcrawl sandboxes. There may be other subsets... pointcrawls or what have you... but they still work the same. I didn't introduce the idea of myth to the discussion, so I'm not sure how to comment on it. I don't think there's anything that prevents myth in a story now game. Look at the examples people have brought up. Blades in the Dark has a setting, Stonetop has a setting, Spire has a setting, Burning Wheel doesn't offer one by default, but states that there are tons of settings out there and you can use any of them. It's not about not having myth so much as how that myth is used. Probably! I'm not sure what kind of sandbox you're talking about or how it differs from the examples I've provided. Can you offer an example? Yes. Focused on player decisions and choices, beginning with character creation. So you can't just run Isle of Dread or a similar sandbox with this kind of play. You have to actively incorporate the elements that the players have brought up or included in their character creation. Other than sandbox, I'm not really using any strange terms, or alternate meanings of common words. Again, I don't know what kind of sandbox you're talking about, or how the GM in that game would bring it about. Are there any formalized processes or mechanics for doing so? Or is it all just agreement between the players and GM? And exactly what is done by the GM to incorporate the players' choices? To use your example, does the GM simply say that one of the NPCs in Chult is the brother's killer and then run Tomb of Annihilation with that change included? Or is there more to it? [/QUOTE]
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