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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9332711" data-attributes="member: 7044099"><p>So here's the thing, D&D as written doesn't really do anything to promote that, yeah? I've mentioned this multiple times and you just reply with "but I do and it's not hard! <em>crossed eyes emojI</em>" Yet, lots of us here have shared our personal experience both as players and DMs (and there's just so damn many posts on r/DMAcadamy) that indicate the norm is very much still trad play, with a DM at best burying the rails. AP's consistently show up as the most popular way to play the game on polls, and most home-brew seems to be figuring out how to do "tell my story" stuff. I think there's lot of "OC" style play/RP, but that has very little reference to D&D rules.</p><p></p><p>Most people seem to think that Critical Role is about the funny voices and OC interactions, or at least that's the vibe I get (and my players who are huge "Critters" certainly didn't show up expecting to knit their characters into the fabric of the world and do a player directed and ideated story with minimal DM steering!) - and so when they show up to a game, they want the vibe but aren't sure how to get there on either side.</p><p></p><p>This is fundamentally different then the play from session 0 I get in Stonetop (PBTA). The GM and player Agendas are so clearly laid out, and the premise just hammered into your face, that the ground expectations shape a totally different experience. <em>And the system directs that at both parties.</em></p></blockquote><p></p>
[QUOTE="zakael19, post: 9332711, member: 7044099"] So here's the thing, D&D as written doesn't really do anything to promote that, yeah? I've mentioned this multiple times and you just reply with "but I do and it's not hard! [I]crossed eyes emojI[/I]" Yet, lots of us here have shared our personal experience both as players and DMs (and there's just so damn many posts on r/DMAcadamy) that indicate the norm is very much still trad play, with a DM at best burying the rails. AP's consistently show up as the most popular way to play the game on polls, and most home-brew seems to be figuring out how to do "tell my story" stuff. I think there's lot of "OC" style play/RP, but that has very little reference to D&D rules. Most people seem to think that Critical Role is about the funny voices and OC interactions, or at least that's the vibe I get (and my players who are huge "Critters" certainly didn't show up expecting to knit their characters into the fabric of the world and do a player directed and ideated story with minimal DM steering!) - and so when they show up to a game, they want the vibe but aren't sure how to get there on either side. This is fundamentally different then the play from session 0 I get in Stonetop (PBTA). The GM and player Agendas are so clearly laid out, and the premise just hammered into your face, that the ground expectations shape a totally different experience. [I]And the system directs that at both parties.[/I] [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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