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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="FrogReaver" data-source="post: 9332350" data-attributes="member: 6795602"><p>Not having that issue sounds applicable to my groups too. When I first started to rpg I was extremely cautious, but our group hasn’t been that way in a long time. If anything we might be not cautious enough - and that’s primarily in d&d 5e. </p><p></p><p>Maybe my d&d game has more narrative elements than traditionally thought. Like we aren’t greatly big on character backgrounds driving play - but what players start to establish in play about their characters that does tend to drive play hard.</p><p></p><p>Like our great old one warlock in 5e d&d wanted to try and start a cult. From there on his cult became a big part of the fiction. It grew, did lots of culty things and even needed set back on the right path when entrusted leadership was leading it somewhat off path. It was far more than ‘im wearing a blue shirt kind of flavor’ but we never battled the cult in direct combat either.</p><p></p><p>Or take my character a tempest cleric. I was interested in taking the weather as omens. (Sometimes even using augury for aid and sometimes making it up myself). Before this character weather conditions were rarely ever brought up. But because I drove that the dm started including it. Can I point to any big thing doing this drove me or the party toward? No, but fictionally it did start to impact all the players decision making process about whether to take a certain course of action now. Sometimes the dm would even intentionally signal good sign or bad sign by changing weather conditions, etc.</p><p></p><p>Maybe I should ask the thread directly, are these examples of player driven, narrative elements in my 5e d&d games?</p><p></p><p>Stuff like this is not untypical of our games. </p><p></p><p>And maybe if this is viewed as fairly player driven/narrative it explains why we don’t see such a huge difference in our d&d games and more narrative games.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9332350, member: 6795602"] Not having that issue sounds applicable to my groups too. When I first started to rpg I was extremely cautious, but our group hasn’t been that way in a long time. If anything we might be not cautious enough - and that’s primarily in d&d 5e. Maybe my d&d game has more narrative elements than traditionally thought. Like we aren’t greatly big on character backgrounds driving play - but what players start to establish in play about their characters that does tend to drive play hard. Like our great old one warlock in 5e d&d wanted to try and start a cult. From there on his cult became a big part of the fiction. It grew, did lots of culty things and even needed set back on the right path when entrusted leadership was leading it somewhat off path. It was far more than ‘im wearing a blue shirt kind of flavor’ but we never battled the cult in direct combat either. Or take my character a tempest cleric. I was interested in taking the weather as omens. (Sometimes even using augury for aid and sometimes making it up myself). Before this character weather conditions were rarely ever brought up. But because I drove that the dm started including it. Can I point to any big thing doing this drove me or the party toward? No, but fictionally it did start to impact all the players decision making process about whether to take a certain course of action now. Sometimes the dm would even intentionally signal good sign or bad sign by changing weather conditions, etc. Maybe I should ask the thread directly, are these examples of player driven, narrative elements in my 5e d&d games? Stuff like this is not untypical of our games. And maybe if this is viewed as fairly player driven/narrative it explains why we don’t see such a huge difference in our d&d games and more narrative games. [/QUOTE]
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