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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: 9331462" data-attributes="member: 7025508"><p>Well, we are Shadows, so it is mostly some sort of robbery or property related heists. Though recently we bit of a gang far effectively forced on us. Some of the "robberies" also were not primarily about property but framing a rival gang for a thing.</p><p></p><p>We have burgled warehouses and casinos, infiltrated into a noble lady's masquerade ball and stole her famous necklace. Stuff like that. </p><p></p><p></p><p>No not really. It is about trying to remember what the confusing skills are actually supposed to do. Then you use the best of which you can justify. Also, as there is a lot of "can used for this, but X might be better" which I think is instruction of the GM that using suboptimal skill might have a weaker effect or something. So then we agonise is it better to use one "which might be better" even if you have worse trait in it. It doesn't increase agency, it just makes choosing a skill unnecessarily complicated. I also don't know what is supposed to happen if the player chooses to use completely inappropriate skill. I don't think that should fly, so it is probably prevented somehow.</p><p></p><p></p><p>Friends and rivals do pop up, and allied and rival factions affect things. We recently killed a rival of one PC and a rival of another has been involved in quite a bit of stuff and the PC is plotting their downfall. Though I don't think rivals of all the characters have yet been involved. Mine hasn't. But I don't think this is anything unusual for this game. We've dealt with rivals and friends of the characters in my D&D too. It is true that in the Blades the same NPCs and factions keep popping up more, but I think that is mainly due the setup being confined to one city, rather than wandering all over the continent and often exploring new places like the character in my D&D game do.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9331462, member: 7025508"] Well, we are Shadows, so it is mostly some sort of robbery or property related heists. Though recently we bit of a gang far effectively forced on us. Some of the "robberies" also were not primarily about property but framing a rival gang for a thing. We have burgled warehouses and casinos, infiltrated into a noble lady's masquerade ball and stole her famous necklace. Stuff like that. No not really. It is about trying to remember what the confusing skills are actually supposed to do. Then you use the best of which you can justify. Also, as there is a lot of "can used for this, but X might be better" which I think is instruction of the GM that using suboptimal skill might have a weaker effect or something. So then we agonise is it better to use one "which might be better" even if you have worse trait in it. It doesn't increase agency, it just makes choosing a skill unnecessarily complicated. I also don't know what is supposed to happen if the player chooses to use completely inappropriate skill. I don't think that should fly, so it is probably prevented somehow. Friends and rivals do pop up, and allied and rival factions affect things. We recently killed a rival of one PC and a rival of another has been involved in quite a bit of stuff and the PC is plotting their downfall. Though I don't think rivals of all the characters have yet been involved. Mine hasn't. But I don't think this is anything unusual for this game. We've dealt with rivals and friends of the characters in my D&D too. It is true that in the Blades the same NPCs and factions keep popping up more, but I think that is mainly due the setup being confined to one city, rather than wandering all over the continent and often exploring new places like the character in my D&D game do. [/QUOTE]
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