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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="hawkeyefan" data-source="post: 9331507" data-attributes="member: 6785785"><p>Okay... I think of all of that, the bit about framing a rival gang is the closest thing to what I'm talking about. You had a more specific motive in that case than just the general one of getting coin. What was the situation with framing the rival gang? What were you trying to accomplish by framing them? Why? </p><p></p><p>Those are more of the kinds of things that I think makes the game shine. When you have investment in the situation beyond just the basic idea of stealing stuff. The more of that there is in play, the better. </p><p></p><p></p><p></p><p>Well, yes, there is a player principle "don't be a weasel". So there may be more than one approach, but ultimately, it's up to the player, but they should be choosing within reason. </p><p></p><p>I don't see how you don't see this as an improvement to player agency. </p><p></p><p></p><p></p><p>Well the point is to keep things confined in a way... to make things so that the same people keep coming up. The idea that you can just leave and go where there are no ramifications from past actions, no pre-existing relationships and so on... that's specifically what Blades is trying to avoid.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9331507, member: 6785785"] Okay... I think of all of that, the bit about framing a rival gang is the closest thing to what I'm talking about. You had a more specific motive in that case than just the general one of getting coin. What was the situation with framing the rival gang? What were you trying to accomplish by framing them? Why? Those are more of the kinds of things that I think makes the game shine. When you have investment in the situation beyond just the basic idea of stealing stuff. The more of that there is in play, the better. Well, yes, there is a player principle "don't be a weasel". So there may be more than one approach, but ultimately, it's up to the player, but they should be choosing within reason. I don't see how you don't see this as an improvement to player agency. Well the point is to keep things confined in a way... to make things so that the same people keep coming up. The idea that you can just leave and go where there are no ramifications from past actions, no pre-existing relationships and so on... that's specifically what Blades is trying to avoid. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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