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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="FrogReaver" data-source="post: 9332388" data-attributes="member: 6795602"><p>I liked much of what you said here, but I’d push back a little here.</p><p></p><p>There’s an inherent problem in what you describe as modality classification when the modality is based on a particular combination of discrete elements. What happens when just 1 of those discrete elements is removed (or even decreased assuming it’s not a binary on/off element). Well you get another modal classification! And this can be done for all different modal combinations of elements (and values they can take). </p><p></p><p>Which then brings us to the next part of classification hierarchy - the family. Since modal classification ends up being unique then to group similar games together you need a family that contains certain types of modal classifications. Then you need a family to classify all these modal classifications into. Which can be designed to work well for a moment in time, but as long as games continue to evolve and hybridize the family classification is going to become more and more blurry.</p><p></p><p>Which I think is the problem I highlight when exploring provided definitions and what is applicable to them. </p><p></p><p>Spectrums run into their own classification problems, namely there usually aren’t clear lines to cleanly divide the spectrum into classifications, so the classification cutoffs can feel a bit arbitrary.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9332388, member: 6795602"] I liked much of what you said here, but I’d push back a little here. There’s an inherent problem in what you describe as modality classification when the modality is based on a particular combination of discrete elements. What happens when just 1 of those discrete elements is removed (or even decreased assuming it’s not a binary on/off element). Well you get another modal classification! And this can be done for all different modal combinations of elements (and values they can take). Which then brings us to the next part of classification hierarchy - the family. Since modal classification ends up being unique then to group similar games together you need a family that contains certain types of modal classifications. Then you need a family to classify all these modal classifications into. Which can be designed to work well for a moment in time, but as long as games continue to evolve and hybridize the family classification is going to become more and more blurry. Which I think is the problem I highlight when exploring provided definitions and what is applicable to them. Spectrums run into their own classification problems, namely there usually aren’t clear lines to cleanly divide the spectrum into classifications, so the classification cutoffs can feel a bit arbitrary. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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