Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crimson Longinus" data-source="post: 9331933" data-attributes="member: 7025508"><p>Sure. That part I get. But, yes, it indeed is something you can do in any game and a lot of people do. Like session zeros where you plan your characters together have been a common thing for a long time. So whilst I totally see the value of building the characters and connections this way together, I also don't see it as anything particularly special. It is just codification of a common practice. </p><p></p><p>I also was really perplexed when I learned that people who obviously like the result this has and think it is good thing still do not do it in D&D because the book explicitly didn't tell them to. To me that is bizarre. </p><p></p><p></p><p>I think you're reading too much into this. I am invested in the game just fine. Like I don't think it is the best game ever, but I like it and have fun. I don't think one's emotional commitment necessarily comes across in discussions like this, especially as this is pretty meta.</p><p></p><p>I like my character well enough. He is a low class street rat with a substance abuse problem. I think he works nicely as contrast with some of the other characters who are more posh. I basically wanted to make a character who is from really poor conditions, who truly knows what it is to have nothing, and even though I think he is basically a decent person, he also is willing to do questionable stuff to get out of that position. I feel I should do more with him, but I'm not quite sure what. Like he is a bit passive, because I am rather socially dominant person and I wanted to make character that is not like that.</p><p></p><p></p><p>I have read it. Well, most of it. But I admit I don't remember all. I think the principles have broadly speaking been followed though.</p><p></p><p>Perhaps I am not quite sure at what extent we as players should work as co-creators. We certainly keep adding stuff to the setting, but it is unorganised and informal. I also don't think I play my character cautiously, though he is a bit of a coward. But as player I am willing to take risks, but perhaps narratively I feel it works better if my character is pushed to take risks, is you understand what I mean. </p><p></p><p></p><p>IIRC we needed to choose in the beginning a faction we had some schism with. We chose Lampblacks as the fit with the backstory of one of the PCs, a nobleman whose personal rival the Lampblack leader Bazso Baz was. The PC was a former member but had betrayed them and stolen their sewer maps (having of those maps was one of our crew features.) And I don't remember the exact mechanical results anymore, it was a while ago. We eventually went to war with the Lampblacks and killed their leader. They're no more. My character landed the killed their boss when I finally managed to sneak behind him though a window. I feel it would have been thematically better if our nobleman whose enemy he was had landed the killing blow, but at that point he had duelled Bazso for a while and I was afraid for his well being.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9331933, member: 7025508"] Sure. That part I get. But, yes, it indeed is something you can do in any game and a lot of people do. Like session zeros where you plan your characters together have been a common thing for a long time. So whilst I totally see the value of building the characters and connections this way together, I also don't see it as anything particularly special. It is just codification of a common practice. I also was really perplexed when I learned that people who obviously like the result this has and think it is good thing still do not do it in D&D because the book explicitly didn't tell them to. To me that is bizarre. I think you're reading too much into this. I am invested in the game just fine. Like I don't think it is the best game ever, but I like it and have fun. I don't think one's emotional commitment necessarily comes across in discussions like this, especially as this is pretty meta. I like my character well enough. He is a low class street rat with a substance abuse problem. I think he works nicely as contrast with some of the other characters who are more posh. I basically wanted to make a character who is from really poor conditions, who truly knows what it is to have nothing, and even though I think he is basically a decent person, he also is willing to do questionable stuff to get out of that position. I feel I should do more with him, but I'm not quite sure what. Like he is a bit passive, because I am rather socially dominant person and I wanted to make character that is not like that. I have read it. Well, most of it. But I admit I don't remember all. I think the principles have broadly speaking been followed though. Perhaps I am not quite sure at what extent we as players should work as co-creators. We certainly keep adding stuff to the setting, but it is unorganised and informal. I also don't think I play my character cautiously, though he is a bit of a coward. But as player I am willing to take risks, but perhaps narratively I feel it works better if my character is pushed to take risks, is you understand what I mean. IIRC we needed to choose in the beginning a faction we had some schism with. We chose Lampblacks as the fit with the backstory of one of the PCs, a nobleman whose personal rival the Lampblack leader Bazso Baz was. The PC was a former member but had betrayed them and stolen their sewer maps (having of those maps was one of our crew features.) And I don't remember the exact mechanical results anymore, it was a while ago. We eventually went to war with the Lampblacks and killed their leader. They're no more. My character landed the killed their boss when I finally managed to sneak behind him though a window. I feel it would have been thematically better if our nobleman whose enemy he was had landed the killing blow, but at that point he had duelled Bazso for a while and I was afraid for his well being. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
Top