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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9332165" data-attributes="member: 7044099"><p>I would say that most narrativist games would explicitly tell you that determining “an assassin will kill the princess on Tuesday night” is against GM principles. If “political assassination of the princess” is an advancing threat, that would be tied in somehow to a PC, and they should have some awareness of the eventuality so they can take steps to avert if desired.</p><p></p><p>EG: if “a plot against the princess’s life” is an advancing threat, then they might be trying to suss it out, and maybe they roll well on a move that leads to an in fiction reveal of something that then they try to act on, and so they’re lurking about and then some sort of altercation happens and maybe they do or don’t stop the assassin or they cut off the conspiracy in time or, or, or…</p><p></p><p>But it’s coming with player awareness of what’s at stake & respondent to their actions. If they decide “meh she’s probably fine” and then spark a 6- hard move, and the portents are there an assassination is imminent, maybe the fiction at that point says “in the night you’re awoken by a clamor - guards shouting that the princess has been killed!” But that’s because the player generated the occurrence, not because it’s Tuesday and the prep says “princess dies.”</p></blockquote><p></p>
[QUOTE="zakael19, post: 9332165, member: 7044099"] I would say that most narrativist games would explicitly tell you that determining “an assassin will kill the princess on Tuesday night” is against GM principles. If “political assassination of the princess” is an advancing threat, that would be tied in somehow to a PC, and they should have some awareness of the eventuality so they can take steps to avert if desired. EG: if “a plot against the princess’s life” is an advancing threat, then they might be trying to suss it out, and maybe they roll well on a move that leads to an in fiction reveal of something that then they try to act on, and so they’re lurking about and then some sort of altercation happens and maybe they do or don’t stop the assassin or they cut off the conspiracy in time or, or, or… But it’s coming with player awareness of what’s at stake & respondent to their actions. If they decide “meh she’s probably fine” and then spark a 6- hard move, and the portents are there an assassination is imminent, maybe the fiction at that point says “in the night you’re awoken by a clamor - guards shouting that the princess has been killed!” But that’s because the player generated the occurrence, not because it’s Tuesday and the prep says “princess dies.” [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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