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General Tabletop Discussion
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Campbell" data-source="post: 9331965" data-attributes="member: 16586"><p>So, what's great about the prompts we see in Daggerheart or most PbtA games aren't that we have questions or connections at all. It's that the questions are provocative and if answered correctly will result in actionable stuff we can frame conflicts around. However, what actually sets the model of play apart is that we stop there. We establish what we are asked to establish and leave flexibility to define things in a way that keeps play focused on the essence of the characters and settings. It's that we don't lock the details in until we absolutely have to that helps keep play focused.</p><p></p><p>Together as play unfolds we all find out more about these characters and these places.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9331965, member: 16586"] So, what's great about the prompts we see in Daggerheart or most PbtA games aren't that we have questions or connections at all. It's that the questions are provocative and if answered correctly will result in actionable stuff we can frame conflicts around. However, what actually sets the model of play apart is that we stop there. We establish what we are asked to establish and leave flexibility to define things in a way that keeps play focused on the essence of the characters and settings. It's that we don't lock the details in until we absolutely have to that helps keep play focused. Together as play unfolds we all find out more about these characters and these places. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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