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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="thefutilist" data-source="post: 9332114" data-attributes="member: 7044566"><p>I meant ambivalent in the sense that they have mixed feelings. Not that they’re disinterested.</p><p></p><p>I mean your point still kind of stands because I don’t frame scenes in such a way as to speak to the characters thematic stakes and in fact would find doing so anathema. I think about what the NPC’s are up to and have them act on their own current best interests, ‘living world’ style.</p><p></p><p>But this works because we’re both invested in the situation and in many games have either built it together or it’s implicit in the setting. When we’ve built it though, then it’s living world all the way. This carries with it the chance of failure but on the plus side it means I don’t have to cater to what the player wants and the player doesn’t have to cater to what I want.</p><p></p><p>Although there are also nuances to this because we’re talking about three different things.</p><p></p><p></p><p>How resolution works and what we’re resolving.</p><p></p><p>How scene framing works.</p><p></p><p>The role of prep in play, especially prep of the type ‘the assassin will kill the princess on Tuesday.’</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9332114, member: 7044566"] I meant ambivalent in the sense that they have mixed feelings. Not that they’re disinterested. I mean your point still kind of stands because I don’t frame scenes in such a way as to speak to the characters thematic stakes and in fact would find doing so anathema. I think about what the NPC’s are up to and have them act on their own current best interests, ‘living world’ style. But this works because we’re both invested in the situation and in many games have either built it together or it’s implicit in the setting. When we’ve built it though, then it’s living world all the way. This carries with it the chance of failure but on the plus side it means I don’t have to cater to what the player wants and the player doesn’t have to cater to what I want. Although there are also nuances to this because we’re talking about three different things. How resolution works and what we’re resolving. How scene framing works. The role of prep in play, especially prep of the type ‘the assassin will kill the princess on Tuesday.’ [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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