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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="thefutilist" data-source="post: 9331423" data-attributes="member: 7044566"><p>So ultimately I think Narrativist play is more of an attitude and creative relationship between two people rather than a set of techniques, procedures or systems. I think this relationship will tend to gravitate toward selecting certain techniques and systems but not necessarily. This makes it really hard to say what Narrativism is.</p><p></p><p>If I was teaching ‘how to do Narrativism’ for a kind of trad game. Something like 5E. Then a lot of it would be about attitude. I’d also state how important it is for the GM to constantly be in communication with the players about the consequences of actions. This is one of the big techniques you’ll find in a lot of Narrativist play.</p><p></p><p>If you insult the tyrant king he’s going to behead you, there will be no roll, the people he’s oppressing won’t care. You’ll just be a head in a basket. Do you want to do that?</p><p></p><p>They might and if they did it could be awesome.</p><p></p><p></p><p>What we find in the example [USER=42582]@pemerton[/USER] posted is a lot of ambiguity about what the fun is meant to be. What is it that the GM expects to happen, there is a range of behaviour that seems acceptable and insulting the tyrant king isn’t within that range. The player didn’t know this and so we have a mismatch.</p><p></p><p>So what is within the acceptable range and is it worth doing? Those are two separate questions.</p><p></p><p>I think [USER=6925338]@soviet[/USER] would answer something like, thespian expression of character with no actual consequence is within the accepted range and it’s not worth doing. (I’d agree). This criticism can be applied to a whole play style that is sometimes called Trad, story teller, GM led. The type of style that uses adventure models where there is a sequence of events that must be triggered. Or put another way, there is a direction that the story must go in.</p><p></p><p>This has almost everything to do with the way the DM manual AND the culture surrounding this sort of play, says how you should deploy the mechanics (to what end). It has very little to do with the mechanics themselves. To the extent that we get ludicrous stuff like having to fudge the dice because the mechanics aren’t actually built for the style of play that now surrounds them.</p><p></p><p>If you ask me if 5E is a good game and I take you to mean the DM advice and the culture surrounding that advice. Then I have a terribly negative view of it (this is a family friendly site, normally I would express my disposition in a more forecful way).</p><p></p><p>If you ask me if 5E is a good game and I take you to mean just the mechanics. Then, meh. See my previous posts about the matter.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9331423, member: 7044566"] So ultimately I think Narrativist play is more of an attitude and creative relationship between two people rather than a set of techniques, procedures or systems. I think this relationship will tend to gravitate toward selecting certain techniques and systems but not necessarily. This makes it really hard to say what Narrativism is. If I was teaching ‘how to do Narrativism’ for a kind of trad game. Something like 5E. Then a lot of it would be about attitude. I’d also state how important it is for the GM to constantly be in communication with the players about the consequences of actions. This is one of the big techniques you’ll find in a lot of Narrativist play. If you insult the tyrant king he’s going to behead you, there will be no roll, the people he’s oppressing won’t care. You’ll just be a head in a basket. Do you want to do that? They might and if they did it could be awesome. What we find in the example [USER=42582]@pemerton[/USER] posted is a lot of ambiguity about what the fun is meant to be. What is it that the GM expects to happen, there is a range of behaviour that seems acceptable and insulting the tyrant king isn’t within that range. The player didn’t know this and so we have a mismatch. So what is within the acceptable range and is it worth doing? Those are two separate questions. I think [USER=6925338]@soviet[/USER] would answer something like, thespian expression of character with no actual consequence is within the accepted range and it’s not worth doing. (I’d agree). This criticism can be applied to a whole play style that is sometimes called Trad, story teller, GM led. The type of style that uses adventure models where there is a sequence of events that must be triggered. Or put another way, there is a direction that the story must go in. This has almost everything to do with the way the DM manual AND the culture surrounding this sort of play, says how you should deploy the mechanics (to what end). It has very little to do with the mechanics themselves. To the extent that we get ludicrous stuff like having to fudge the dice because the mechanics aren’t actually built for the style of play that now surrounds them. If you ask me if 5E is a good game and I take you to mean the DM advice and the culture surrounding that advice. Then I have a terribly negative view of it (this is a family friendly site, normally I would express my disposition in a more forecful way). If you ask me if 5E is a good game and I take you to mean just the mechanics. Then, meh. See my previous posts about the matter. [/QUOTE]
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