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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Wolfpack48" data-source="post: 9332336" data-attributes="member: 6872648"><p>Cautious play can also originate from the deadliness of the simulated system. RQ and CoC combats are notoriously deadly, and some systems (Harn) build in infections and diseases and all that terrible stuff. Now, players choose those systems because they want a more deadly "realistic" game, but I've also found that players switching from, say, CoC back to D&D carry the cautiousness they learned in the previous system, so suddenly players aren't so eager to bash down the door and go storming in. There's a culture of cautiousness, but systems do "teach" that culture to some extent.</p><p></p><p></p><p>There's a couple good ways to do this - I always enjoyed HeroQuest's, write a 100-word story about your character that can be translated into "Keywords" (skills really) that can be rolled against to invoke a passion (fear, hatred, love etc) when a character's action may be in doubt, or to merely guide direction of actions/roleplay during the normal course of play. Using a roll need not be done by the GM/player to "force" a character's behavior, only used when guidance is needed.</p><p></p><p>Pendragon also uses opposed passions (Honest - Deceitful, Prudent - Reckless) in a similar manner.</p><p></p><p>Now, the deeper relationships like ("Deep desire to promote freedom and justice after seeing his family sold into slavery by the empire") can also be translated in this way to Passions - Hatred (Slavery), Love (Family), Love (Freedom), Hate (Injustice), Hate (Empire) that can be used when needed. The GM or narrative group) can also draw on these deep desires as themes as part of adventures or even as an overall theme. In our last RQ game , one player's father had disappeared mysteriously when he was young, and his character's very reason for adventuring was to discover what had happened to his father -- and that <em>most definitely</em> shaped the campaign we played, though not exclusively.</p><p></p><p></p><p>I do think D&D wouldn't be hurt by making the game a bit less superheroic (though that is also part of the charm). Making healing slower and less easy is one way that can be done.</p></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9332336, member: 6872648"] Cautious play can also originate from the deadliness of the simulated system. RQ and CoC combats are notoriously deadly, and some systems (Harn) build in infections and diseases and all that terrible stuff. Now, players choose those systems because they want a more deadly "realistic" game, but I've also found that players switching from, say, CoC back to D&D carry the cautiousness they learned in the previous system, so suddenly players aren't so eager to bash down the door and go storming in. There's a culture of cautiousness, but systems do "teach" that culture to some extent. There's a couple good ways to do this - I always enjoyed HeroQuest's, write a 100-word story about your character that can be translated into "Keywords" (skills really) that can be rolled against to invoke a passion (fear, hatred, love etc) when a character's action may be in doubt, or to merely guide direction of actions/roleplay during the normal course of play. Using a roll need not be done by the GM/player to "force" a character's behavior, only used when guidance is needed. Pendragon also uses opposed passions (Honest - Deceitful, Prudent - Reckless) in a similar manner. Now, the deeper relationships like ("Deep desire to promote freedom and justice after seeing his family sold into slavery by the empire") can also be translated in this way to Passions - Hatred (Slavery), Love (Family), Love (Freedom), Hate (Injustice), Hate (Empire) that can be used when needed. The GM or narrative group) can also draw on these deep desires as themes as part of adventures or even as an overall theme. In our last RQ game , one player's father had disappeared mysteriously when he was young, and his character's very reason for adventuring was to discover what had happened to his father -- and that [I]most definitely[/I] shaped the campaign we played, though not exclusively. I do think D&D wouldn't be hurt by making the game a bit less superheroic (though that is also part of the charm). Making healing slower and less easy is one way that can be done. [/QUOTE]
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