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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9332648" data-attributes="member: 82106"><p>Relentless focus on premise and lack of a prearranged plot of any sort beyond what the core premise itself implies. The focus is on what happens to the characters, what they do, what they are, why and how they choose, and what comes of that. Yes, you can sort of describe some trad play like this to a degree, but there's a distinct difference in practice. Yes you can practice vanilla Narrativist play using most any mechanics, yet in almost 50 years of play I have never seen something like our BitD game happen that way, even with GMs whom I know from experience can run a game like that.</p><p></p><p>Games like D&D have an immense weight of past practice, expectations and tradition, on top of specific mechanical structure and assumed process of play which freights any such attempt with huge baggage. Mostly you get a sort of mixed narr-light kind of outcome, which is not some bad thing! It's just not quite the full monty.</p><p></p><p>Tying back to Daggerheart, my feeling is it's aimed at light Narrativist or adjacent play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9332648, member: 82106"] Relentless focus on premise and lack of a prearranged plot of any sort beyond what the core premise itself implies. The focus is on what happens to the characters, what they do, what they are, why and how they choose, and what comes of that. Yes, you can sort of describe some trad play like this to a degree, but there's a distinct difference in practice. Yes you can practice vanilla Narrativist play using most any mechanics, yet in almost 50 years of play I have never seen something like our BitD game happen that way, even with GMs whom I know from experience can run a game like that. Games like D&D have an immense weight of past practice, expectations and tradition, on top of specific mechanical structure and assumed process of play which freights any such attempt with huge baggage. Mostly you get a sort of mixed narr-light kind of outcome, which is not some bad thing! It's just not quite the full monty. Tying back to Daggerheart, my feeling is it's aimed at light Narrativist or adjacent play. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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