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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9333393" data-attributes="member: 82106"><p>Haha, yeah, back in the '70s when we played D&D/Holmes/early pre-DMG 1e mix we had a whole set of codewords and SOPs that was named 'Sniff & Listen'. At one point one of us wrote up a book to hand to the GM. The caller would just trigger an SOP, like "we go to the door and Sniff & Listen" and that was understood to be the SOP for a standard set of door inspection routine, listening, etc. It included EVERYTHING, examining the door for signs of Ear Seekers, listening, smelling, looking for traps and tricks, etc. "Open Door" had a whole additional set of procedures. There was one called "Mule Go Bang" for breaking down a door, etc. </p><p></p><p>The Dungeon Company didn't go wildly into the unknown. We went with large cohorts of hirelings, mobile shelters, defensible wagons in the outdoors, and movable wooden 10' and 5' wide barriers in dungeons that we pushed ahead of ourselves. We were like an army group, we weren't there to lose! No chances were taken! We pixel bitched the entire dungeon, every square centimeter and treated it like a gold mining business. </p><p></p><p>That's turtle play, for sure! That's what you get IME from classic dungeon crawl play. Now, obviously, that isn't going to exactly describe other games/genres, like BitD, but I guarantee you, you don't 'win' BitD by being a crazy man, so the idea is not really 'winning'! I think that's part of the problem is, without any real depth built into characters, all you can really play is some variation of the 'XP Game', and it becomes like The Dungeon Company, more of a game of calculating and minimizing risk than anything else.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9333393, member: 82106"] Haha, yeah, back in the '70s when we played D&D/Holmes/early pre-DMG 1e mix we had a whole set of codewords and SOPs that was named 'Sniff & Listen'. At one point one of us wrote up a book to hand to the GM. The caller would just trigger an SOP, like "we go to the door and Sniff & Listen" and that was understood to be the SOP for a standard set of door inspection routine, listening, etc. It included EVERYTHING, examining the door for signs of Ear Seekers, listening, smelling, looking for traps and tricks, etc. "Open Door" had a whole additional set of procedures. There was one called "Mule Go Bang" for breaking down a door, etc. The Dungeon Company didn't go wildly into the unknown. We went with large cohorts of hirelings, mobile shelters, defensible wagons in the outdoors, and movable wooden 10' and 5' wide barriers in dungeons that we pushed ahead of ourselves. We were like an army group, we weren't there to lose! No chances were taken! We pixel bitched the entire dungeon, every square centimeter and treated it like a gold mining business. That's turtle play, for sure! That's what you get IME from classic dungeon crawl play. Now, obviously, that isn't going to exactly describe other games/genres, like BitD, but I guarantee you, you don't 'win' BitD by being a crazy man, so the idea is not really 'winning'! I think that's part of the problem is, without any real depth built into characters, all you can really play is some variation of the 'XP Game', and it becomes like The Dungeon Company, more of a game of calculating and minimizing risk than anything else. [/QUOTE]
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