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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="hawkeyefan" data-source="post: 9331748" data-attributes="member: 6785785"><p>But not every game requires it, right? Do you think a game that requires it will be different than a game that doesn't? </p><p></p><p></p><p></p><p>If the GM forced you to use Skirmish in one game, but another game allowed you to use Skirmish or Finesse, then I'd say you have a choice. </p><p></p><p>I mean... you're discarding one of the two things being compared. </p><p></p><p></p><p></p><p>Not if the GM has decided that the person you're trying to intimidate cannot be intimidated. The GM is free to say "intimidate won't work... you can try persuade if you want. Maybe you can bluff him. But he won't be intimidated." </p><p></p><p>The GM in Blades can't really make something impossible. In extreme cases, he can set the Effect to "No Effect" but even then you can push to bring the Effect up to Limited. </p><p></p><p></p><p></p><p>But other games don't specifically restrict things in that way. That's the point. They may. But they may not. There's a difference between something that IS and something that MAY BE. </p><p></p><p>Everything in Blades is designed very deliberately to create a constant escalation of tensions with the crew and their surroundings. </p><p></p><p></p><p></p><p>Okay. What trad game works this way? What would you add to a game of D&D that would make it work this way? </p><p></p><p>Isn't it pretty telling that the closest thing that D&D has to this kind of stuff... BIFTs... are the first thing jettisoned by most groups? </p><p></p><p></p><p></p><p>But the fiction can indeed be shaped by mechanics. </p><p></p><p>I don't know if it's you or your GM for Blades, but it seems that there's a lack of understanding about what the mechanics are meant to be doing, and how that directly and significantly relates to what's happening in the fiction.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9331748, member: 6785785"] But not every game requires it, right? Do you think a game that requires it will be different than a game that doesn't? If the GM forced you to use Skirmish in one game, but another game allowed you to use Skirmish or Finesse, then I'd say you have a choice. I mean... you're discarding one of the two things being compared. Not if the GM has decided that the person you're trying to intimidate cannot be intimidated. The GM is free to say "intimidate won't work... you can try persuade if you want. Maybe you can bluff him. But he won't be intimidated." The GM in Blades can't really make something impossible. In extreme cases, he can set the Effect to "No Effect" but even then you can push to bring the Effect up to Limited. But other games don't specifically restrict things in that way. That's the point. They may. But they may not. There's a difference between something that IS and something that MAY BE. Everything in Blades is designed very deliberately to create a constant escalation of tensions with the crew and their surroundings. Okay. What trad game works this way? What would you add to a game of D&D that would make it work this way? Isn't it pretty telling that the closest thing that D&D has to this kind of stuff... BIFTs... are the first thing jettisoned by most groups? But the fiction can indeed be shaped by mechanics. I don't know if it's you or your GM for Blades, but it seems that there's a lack of understanding about what the mechanics are meant to be doing, and how that directly and significantly relates to what's happening in the fiction. [/QUOTE]
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