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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Campbell" data-source="post: 9331557" data-attributes="member: 16586"><p>I think Masks probably provides a crisper view of what playing to premise can look like:</p><p></p><p>Let's say I am playing The Protege playbook. The main thematic premise is that you have trained by a more experienced hero and are defined by your relationship to them. As part of character creation I establish the following:</p><p></p><ul> <li data-xf-list-type="ul">My characters' labels (this represents how they see themselves and modifies their capacity with different basic moves) [Savior, Danger, Freak, Superior, Mundane]</li> <li data-xf-list-type="ul">A power or ability you share with your mentor, one you have they do not and one they have you do not.</li> <li data-xf-list-type="ul">A label your mentor embodies and a label they deny.</li> </ul><p>Then I answer the following questions in a way that is to the point and actionable:</p><p></p><p></p><p>That then sets the core thematic elements the GM is expected to make moves around. We only go into more specific details when needed and always with these thematic elements in mind.</p><p></p><p>Here's the list of playbook specific moves the game provides for The Protege:</p><p></p><p></p><p></p><p>Note that as a GM it's my job to frame in ways to make the mentor relevant, compare the protege to the mentor, put the shoe on the other foot and provide opportunities for the protege to come to their mentor's aid.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9331557, member: 16586"] I think Masks probably provides a crisper view of what playing to premise can look like: Let's say I am playing The Protege playbook. The main thematic premise is that you have trained by a more experienced hero and are defined by your relationship to them. As part of character creation I establish the following: [LIST] [*]My characters' labels (this represents how they see themselves and modifies their capacity with different basic moves) [Savior, Danger, Freak, Superior, Mundane] [*]A power or ability you share with your mentor, one you have they do not and one they have you do not. [*]A label your mentor embodies and a label they deny. [/LIST] Then I answer the following questions in a way that is to the point and actionable: That then sets the core thematic elements the GM is expected to make moves around. We only go into more specific details when needed and always with these thematic elements in mind. Here's the list of playbook specific moves the game provides for The Protege: Note that as a GM it's my job to frame in ways to make the mentor relevant, compare the protege to the mentor, put the shoe on the other foot and provide opportunities for the protege to come to their mentor's aid. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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