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General Tabletop Discussion
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9334053" data-attributes="member: 82106"><p>OK, but think about the sort of immersion and verisimilitude that are often deployed as arguments in defending trad play. Here we see D&D in its pure form. Believe me, this is a game that was utterly commonplace, and is still utterly commonplace at many tables. I don't think people need 'win conditions' either, my point was that D&D in its raw form is SO bereft of anything else that you DO kind of need them! I mean, even if you follow the 'B2 pattern' of basically "hey we showed up, there's a dungeon here, lets loot it." well, you need a REASON, and the game, nor the setting in that case, gives you any.</p><p></p><p>Obviously I am not comparing this to how every modern trad/neo-trad player is playing D&D today, but there's a huge weight of established patterns, that are embodied in rules, in adventure design, in advice, etc. that all seem VERY much based on ideas and process that came out of that sort of play. I hear people even in this thread say stuff all the time that takes me right back to 1980!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9334053, member: 82106"] OK, but think about the sort of immersion and verisimilitude that are often deployed as arguments in defending trad play. Here we see D&D in its pure form. Believe me, this is a game that was utterly commonplace, and is still utterly commonplace at many tables. I don't think people need 'win conditions' either, my point was that D&D in its raw form is SO bereft of anything else that you DO kind of need them! I mean, even if you follow the 'B2 pattern' of basically "hey we showed up, there's a dungeon here, lets loot it." well, you need a REASON, and the game, nor the setting in that case, gives you any. Obviously I am not comparing this to how every modern trad/neo-trad player is playing D&D today, but there's a huge weight of established patterns, that are embodied in rules, in adventure design, in advice, etc. that all seem VERY much based on ideas and process that came out of that sort of play. I hear people even in this thread say stuff all the time that takes me right back to 1980! [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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