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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Campbell" data-source="post: 9331189" data-attributes="member: 16586"><p>Let's forget about labels and instead discuss the sort of play experience I look for when playing games like Blades in the Dark.</p><p></p><p>I am playing Tal Rajan (a Lurk) who has the following set of premises:</p><ul> <li data-xf-list-type="ul">He is an Iruvian Noble (so someone who comes from privilege but is a foreigner)</li> <li data-xf-list-type="ul">His Vice is his Faith in She Who Slays in Darkness, a dark Iruvian Forgotten Goddess who demands her followers deliver justice to the guilty. He indulges in this vice by ritual murdering those he considers guilty on his off time (delivering the blade he uses to a temple of the dark goddess).</li> <li data-xf-list-type="ul">His rival is Darmot, an honest but violent Bluecoat</li> <li data-xf-list-type="ul">His friend is Rosalyn Kellis, a doting noblewoman whose custody he was placed in as a child.</li> <li data-xf-list-type="ul">He is a part of the Wayward Souls, a weird and fanatical group of assassins all with their own heretical beliefs.</li> <li data-xf-list-type="ul">The crew is allies with the Circle of Flame and enemies with the Grinders</li> </ul><p>What I'm looking for is for play to proceed from a place where the GM is constantly framing situations to put these premises these premises (and the ones attached to the other characters) at stake. Put them through the crucible and see what comes out the other end.</p><p></p><p>What I'm not looking for is premise drift that does not come as fallout from addressing these things. The opportunities we are presented with, the complications we deal with, the faction clocks in play should all reflect on these premises in one way or another.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9331189, member: 16586"] Let's forget about labels and instead discuss the sort of play experience I look for when playing games like Blades in the Dark. I am playing Tal Rajan (a Lurk) who has the following set of premises: [LIST] [*]He is an Iruvian Noble (so someone who comes from privilege but is a foreigner) [*]His Vice is his Faith in She Who Slays in Darkness, a dark Iruvian Forgotten Goddess who demands her followers deliver justice to the guilty. He indulges in this vice by ritual murdering those he considers guilty on his off time (delivering the blade he uses to a temple of the dark goddess). [*]His rival is Darmot, an honest but violent Bluecoat [*]His friend is Rosalyn Kellis, a doting noblewoman whose custody he was placed in as a child. [*]He is a part of the Wayward Souls, a weird and fanatical group of assassins all with their own heretical beliefs. [*]The crew is allies with the Circle of Flame and enemies with the Grinders [/LIST] What I'm looking for is for play to proceed from a place where the GM is constantly framing situations to put these premises these premises (and the ones attached to the other characters) at stake. Put them through the crucible and see what comes out the other end. What I'm not looking for is premise drift that does not come as fallout from addressing these things. The opportunities we are presented with, the complications we deal with, the faction clocks in play should all reflect on these premises in one way or another. [/QUOTE]
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