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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="FrogReaver" data-source="post: 9333424" data-attributes="member: 6795602"><p>my initial thought here is Yes! Mechanics can get in the way of any type of play at times. You illustrate this well I think.</p><p></p><p>To me that’s an argument to get rid of those particular mechanical barriers when you want narrative play. But that doesn’t need to mean completely changing all mechanics. At least the case for needing that isn’t immediately apparent. DM empowerment over whether to invoke a rule or make a new one on the spot seems to get you there as well.</p><p></p><p>Going down a separate line of thought, it’s easy for me to see how some games have more rules that get in the way more often. Which to me implies some games will allow for more narrative play in the mix. But my intuition says all the elements are present to some degree in all playstyles. Like mandates that moves follow from the fiction is advice applicable to both narrativist and simulationist games. [USER=71699]@clearstream[/USER] mentioned earlier about particular mixtures and that seems very applicable to your position then, but you also were very anti-spectrum then and it’s hard to see how we don’t end up with a spectrum of narrative play following my 1 and 2 above when coupled with your points about certain mechanics getting in the way. </p><p></p><p></p><p>Yea. I’m not as big on map and key play. You talk a lot about it and I can’t say my play is completely devoid of it, but it’s certainly not the main feature of my play. You focus on it alot in describing differences and maybe that’s part of our communication problem.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9333424, member: 6795602"] my initial thought here is Yes! Mechanics can get in the way of any type of play at times. You illustrate this well I think. To me that’s an argument to get rid of those particular mechanical barriers when you want narrative play. But that doesn’t need to mean completely changing all mechanics. At least the case for needing that isn’t immediately apparent. DM empowerment over whether to invoke a rule or make a new one on the spot seems to get you there as well. Going down a separate line of thought, it’s easy for me to see how some games have more rules that get in the way more often. Which to me implies some games will allow for more narrative play in the mix. But my intuition says all the elements are present to some degree in all playstyles. Like mandates that moves follow from the fiction is advice applicable to both narrativist and simulationist games. [USER=71699]@clearstream[/USER] mentioned earlier about particular mixtures and that seems very applicable to your position then, but you also were very anti-spectrum then and it’s hard to see how we don’t end up with a spectrum of narrative play following my 1 and 2 above when coupled with your points about certain mechanics getting in the way. Yea. I’m not as big on map and key play. You talk a lot about it and I can’t say my play is completely devoid of it, but it’s certainly not the main feature of my play. You focus on it alot in describing differences and maybe that’s part of our communication problem. [/QUOTE]
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