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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Crimson Longinus" data-source="post: 9331112" data-attributes="member: 7025508"><p>The players usually do, though sometimes there are external developments that sort of push things in certain direction. This is similar to my D&D, though I think the latter happens somewhat more in D&D. (I don't think it needs to, but I like dynamism that unfolding events the characters need to react to cause.) However, in D&D the scope of what the characters can choose to pursue is much wider, and the potential sessions that may ensue from player choices differ from each other much more than they do in the Blades. Blades is thematically very focused and structurally formulaic, so it limits a lot what sort of things can happen in the game and how they happen. </p><p></p><p></p><p>De jure in Blades the player decides and in D&D the GM does, but de facto the fictional positioning dictates it most of the time in both. </p><p></p><p>The only reason why there is more agonising over this in Blades is because the skills are intentionally overlapping and confusing (which I find very annoying.) But then you of course just use the best trait you can justify applying to the situation. And if the GM doesn't like your justifications, they can let that affect the effect of the roll. Also I am not sure what RAW happens in Blades if the player makes completely absurd skill choice.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9331112, member: 7025508"] The players usually do, though sometimes there are external developments that sort of push things in certain direction. This is similar to my D&D, though I think the latter happens somewhat more in D&D. (I don't think it needs to, but I like dynamism that unfolding events the characters need to react to cause.) However, in D&D the scope of what the characters can choose to pursue is much wider, and the potential sessions that may ensue from player choices differ from each other much more than they do in the Blades. Blades is thematically very focused and structurally formulaic, so it limits a lot what sort of things can happen in the game and how they happen. De jure in Blades the player decides and in D&D the GM does, but de facto the fictional positioning dictates it most of the time in both. The only reason why there is more agonising over this in Blades is because the skills are intentionally overlapping and confusing (which I find very annoying.) But then you of course just use the best trait you can justify applying to the situation. And if the GM doesn't like your justifications, they can let that affect the effect of the roll. Also I am not sure what RAW happens in Blades if the player makes completely absurd skill choice. [/QUOTE]
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