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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9331235" data-attributes="member: 42582"><p>All this post does is proclaim your prioritisation of GM-driven play. The "realities" of the situation are simply the GM's personal imaginings.</p><p></p><p>In Burning Wheel, what is possible or impossible is a matter of consensus, not GM fiat. This is one manifestation of the general proposition that the players and GM collaborate in establishing the game, the premise and themes, etc.</p><p></p><p>As far as player-side abilities that permit the player to oblige the GM to frame a scene - say, an encounter with a friendly NPC, or whatever - these have been part of RPGing since its inception. When an AD&D fighter reaches 9th level, they attract followers. Is this "meta-acausal". When an AD&D paladin reaches 4th level, they can call for a warhorse, and the GM is obliged - as per the DMG - to at least narrate a dream or vision that reveals where this horse can be found. Is that "meta-acausal"?</p><p></p><p>These abilities do not require the player to do anything but declare actions for their PC: "I build a castle" - and then, by the rules of the game, followers arrive; "I pray for a vision of my warhorse" - and then, by the rules of the game, the character receives a vision which does not lie; "I look around for a useful/friendly/whatever person" - and then, by the rules of the game, the dice are rolled to see what sort of scene the GM frames.</p><p></p><p>Do you also regard Apocalypse World - where the players' influence over the stakes and consequences is established via the rules for moves, including the rules that constrain what moves the GM can make - as "meta-acausal"?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9331235, member: 42582"] All this post does is proclaim your prioritisation of GM-driven play. The "realities" of the situation are simply the GM's personal imaginings. In Burning Wheel, what is possible or impossible is a matter of consensus, not GM fiat. This is one manifestation of the general proposition that the players and GM collaborate in establishing the game, the premise and themes, etc. As far as player-side abilities that permit the player to oblige the GM to frame a scene - say, an encounter with a friendly NPC, or whatever - these have been part of RPGing since its inception. When an AD&D fighter reaches 9th level, they attract followers. Is this "meta-acausal". When an AD&D paladin reaches 4th level, they can call for a warhorse, and the GM is obliged - as per the DMG - to at least narrate a dream or vision that reveals where this horse can be found. Is that "meta-acausal"? These abilities do not require the player to do anything but declare actions for their PC: "I build a castle" - and then, by the rules of the game, followers arrive; "I pray for a vision of my warhorse" - and then, by the rules of the game, the character receives a vision which does not lie; "I look around for a useful/friendly/whatever person" - and then, by the rules of the game, the dice are rolled to see what sort of scene the GM frames. Do you also regard Apocalypse World - where the players' influence over the stakes and consequences is established via the rules for moves, including the rules that constrain what moves the GM can make - as "meta-acausal"? [/QUOTE]
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