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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9331493" data-attributes="member: 42582"><p>I think spectrums are vastly over-used as tools of analysis.</p><p></p><p>For instance, when it's cold outside I can put on a scarf, or not. And I can put on a beanie, or not. It doesn't follow that there's a bare-scarf-beanie spectrum!</p><p></p><p>You seem to be saying that sometimes play can be driven by the GM, and sometimes by the players. I personally have my doubts about this, because my experience is that <em>if</em> a game has tools (formal or informal) that permit players to drive play, and <em>if</em> it's understood at the table that the players can use those tools, <em>then</em> the players <em>will</em> use those tools.</p><p></p><p>And I don't think this is just about player energy or inclination, either. I think it's about a systemic tendency. Once the players set what is at stake, then the consequences of the actions they declare for their PCs pertain to those stakes - resolving them, establishing new player-determined stakes, whatever. And so then the next bundle of actions the players declare for their PCs still pertain to player-determined stakes. The process goes on in a virtuous circle, with no obvious point for the GM to intrude with their favoured conception of what should be at stake.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9331493, member: 42582"] I think spectrums are vastly over-used as tools of analysis. For instance, when it's cold outside I can put on a scarf, or not. And I can put on a beanie, or not. It doesn't follow that there's a bare-scarf-beanie spectrum! You seem to be saying that sometimes play can be driven by the GM, and sometimes by the players. I personally have my doubts about this, because my experience is that [I]if[/I] a game has tools (formal or informal) that permit players to drive play, and [I]if[/I] it's understood at the table that the players can use those tools, [I]then[/I] the players [I]will[/I] use those tools. And I don't think this is just about player energy or inclination, either. I think it's about a systemic tendency. Once the players set what is at stake, then the consequences of the actions they declare for their PCs pertain to those stakes - resolving them, establishing new player-determined stakes, whatever. And so then the next bundle of actions the players declare for their PCs still pertain to player-determined stakes. The process goes on in a virtuous circle, with no obvious point for the GM to intrude with their favoured conception of what should be at stake. [/QUOTE]
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