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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Campbell" data-source="post: 9331509" data-attributes="member: 16586"><p>I don't particularly care to get into the particulars of what is and is not a sandbox, but what I would say differentiates say typical Blades from typical Worlds Without Number is that we focus on the thematic premises of everything (not just the player characters) over our detailed conception of the setting. In Blades we let the premises set the details as needed whereas in Worlds Without Number we let extrapolation of the details determine what the premises are.</p><p></p><p>For example <strong>Mylera Klev</strong>'s (the leader of the Red Sashes) tags are <strong>[<em>leader,</em> shrewd, ruthless, educated, art collector]</strong>. That's all we know about her before she is brought into play. As a GM then it becomes my job to focus on bringing those premises forward in any scene she is in, rather than preestablishing fixed details about her.</p><p></p><p>It's an approach that fixates on what is elemental about the setting, game and characters. Our north star when<em> bringing Duskvol to life</em> (as GMs) is to make White Crown feel like White Crown and engage with its essence above extrapolating and preconceiving. White Crown is safe for the powerful. It's a place where the Underworld does not have much purchase. The Blue Coats are everywhere. These elements should inform our framing above and beyond detailed extrapolation of preestablished details.</p><p></p><p>Essence over details.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9331509, member: 16586"] I don't particularly care to get into the particulars of what is and is not a sandbox, but what I would say differentiates say typical Blades from typical Worlds Without Number is that we focus on the thematic premises of everything (not just the player characters) over our detailed conception of the setting. In Blades we let the premises set the details as needed whereas in Worlds Without Number we let extrapolation of the details determine what the premises are. For example [B]Mylera Klev[/B]'s (the leader of the Red Sashes) tags are [B][[I]leader,[/I] shrewd, ruthless, educated, art collector][/B]. That's all we know about her before she is brought into play. As a GM then it becomes my job to focus on bringing those premises forward in any scene she is in, rather than preestablishing fixed details about her. It's an approach that fixates on what is elemental about the setting, game and characters. Our north star when[I] bringing Duskvol to life[/I] (as GMs) is to make White Crown feel like White Crown and engage with its essence above extrapolating and preconceiving. White Crown is safe for the powerful. It's a place where the Underworld does not have much purchase. The Blue Coats are everywhere. These elements should inform our framing above and beyond detailed extrapolation of preestablished details. Essence over details. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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