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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="FrogReaver" data-source="post: 9331419" data-attributes="member: 6795602"><p>There are times when you use far too generalized language, such that the words chosen are applicable to any rpg, but then you try to restrict those words to only being applicable to narrative rpgs. Depending on how offensive that implication is I may try to understand what nuance you intended as I’ve shown in many of our back and forths here, or if particularly offensive I may just focus on the why the generalized language being used is wrong. </p><p></p><p>I’m happy to comment on this idea, but first I must note that it doesn’t support the notion that some RPGs don’t provide meaningful player choice.</p><p></p><p>On module play - I’m not a huge module fan, but I’ve yet to see a module where player decisions do not matter at all.</p><p></p><p>I think there is a conflation of 2 things in your posts in this topic, the uniqueness of the story elements and whether player choices matter.</p><p></p><p>One can have a unique story (or story elements) that is all about the unique aspects of the characters that contains no meaningful player input.</p><p></p><p>Likewise one can have a totally generic story that contains tons of player input.</p><p></p><p>These issues are orthogonal. I get the sense that story uniqueness is important to you and that’s fine. Maybe that’s even key of narrative play (initial thoughts are that it might very well be).</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9331419, member: 6795602"] There are times when you use far too generalized language, such that the words chosen are applicable to any rpg, but then you try to restrict those words to only being applicable to narrative rpgs. Depending on how offensive that implication is I may try to understand what nuance you intended as I’ve shown in many of our back and forths here, or if particularly offensive I may just focus on the why the generalized language being used is wrong. I’m happy to comment on this idea, but first I must note that it doesn’t support the notion that some RPGs don’t provide meaningful player choice. On module play - I’m not a huge module fan, but I’ve yet to see a module where player decisions do not matter at all. I think there is a conflation of 2 things in your posts in this topic, the uniqueness of the story elements and whether player choices matter. One can have a unique story (or story elements) that is all about the unique aspects of the characters that contains no meaningful player input. Likewise one can have a totally generic story that contains tons of player input. These issues are orthogonal. I get the sense that story uniqueness is important to you and that’s fine. Maybe that’s even key of narrative play (initial thoughts are that it might very well be). [/QUOTE]
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