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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="thefutilist" data-source="post: 9332710" data-attributes="member: 7044566"><p>I’ll walk you though how to get from critical roll to Narrativist play. (or how I would do it at least)</p><p></p><p>Constrain the situation. What I mean by this, is the GM should create a cast of NPC’s and relationships between them and the player characters. Then the GM and the players have got to be interested in how that’s going to go.</p><p></p><p>To do that you need player characters that are open to having their world views and morality changed. In part you’re playing to see what what happens to the character on that level.</p><p></p><p>There is no party and no expectation of a party. There is no adventure and no expectation of an adventure.</p><p></p><p>As a GM you can’t create bad guys. You can create characters whose views you find abhorrent but you still have to play them as people. Also, they have to be open to having their world views changed in response to the fiction.</p><p></p><p>So to be more blatant about it. You want the possibility that one of the player characters will end up becoming the main threat to the other player characters and the possibility the main antagonist will side with the player characters.</p><p></p><p>Do you see how a lot of that is actually a mind set shift rather than anything mechanical?</p><p></p><p>Anyway I can write more if you’re interested but that’s the kind of broad overview stuff.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9332710, member: 7044566"] I’ll walk you though how to get from critical roll to Narrativist play. (or how I would do it at least) Constrain the situation. What I mean by this, is the GM should create a cast of NPC’s and relationships between them and the player characters. Then the GM and the players have got to be interested in how that’s going to go. To do that you need player characters that are open to having their world views and morality changed. In part you’re playing to see what what happens to the character on that level. There is no party and no expectation of a party. There is no adventure and no expectation of an adventure. As a GM you can’t create bad guys. You can create characters whose views you find abhorrent but you still have to play them as people. Also, they have to be open to having their world views changed in response to the fiction. So to be more blatant about it. You want the possibility that one of the player characters will end up becoming the main threat to the other player characters and the possibility the main antagonist will side with the player characters. Do you see how a lot of that is actually a mind set shift rather than anything mechanical? Anyway I can write more if you’re interested but that’s the kind of broad overview stuff. [/QUOTE]
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