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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="clearstream" data-source="post: 9334127" data-attributes="member: 71699"><p>When time permits I will scour back through the thread and list out some that you and others (probably including me) have listed.</p><p></p><p></p><p>I haven't claimed to be either a modalist or a hybridist. I observed that both exist. It is always the case that successful designs will be situated in the hot spots, i.e. represent distinguishable modes. Novel designs are often found initially in the hinterland, but quickly form a neighbourhood as others promulgate and emulate them.</p><p></p><p></p><p>Interesting. I was looking at "framed", "resolved" and "generates theme" each as properties. Such that a game could have a "scene" property, and (via scenes) could have the properties "framed", "resolved", and "theme". I'll label those FRT for convenience.</p><p></p><p>In this case I would wonder if frequency, accuracy and intensity matter. It seems very likely that they do, in which case what you have described isn't a binary. EDIT: I see [USER=7025508]@Crimson Longinus[/USER] making observations relating to this.</p><p></p><p>By frequency I mean are all scenes FRT? What is some are and some aren't? What if some types of scenes always are, and other types always aren't?</p><p></p><p>By accuracy I mean given scenes are FR, how often does that generate T? With scope for variance as implied above.</p><p></p><p>And by intensity, I mean that given scenes are FRT, how noticeable, impactful, relevant to player interests, and a whole suite of concerns of that sort, is the theme? It seems to me you have something in mind for this that is binary for you - a pemertonian-T - but would not necessarily be chosen by or matter to others.</p><p></p><p></p><p>Yes. And usually no.</p><p></p><p></p><p>I am not raising them in order to be answered, I am pointing them out as scope for variance.</p><p></p><p></p><p>Ditto.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9334127, member: 71699"] When time permits I will scour back through the thread and list out some that you and others (probably including me) have listed. I haven't claimed to be either a modalist or a hybridist. I observed that both exist. It is always the case that successful designs will be situated in the hot spots, i.e. represent distinguishable modes. Novel designs are often found initially in the hinterland, but quickly form a neighbourhood as others promulgate and emulate them. Interesting. I was looking at "framed", "resolved" and "generates theme" each as properties. Such that a game could have a "scene" property, and (via scenes) could have the properties "framed", "resolved", and "theme". I'll label those FRT for convenience. In this case I would wonder if frequency, accuracy and intensity matter. It seems very likely that they do, in which case what you have described isn't a binary. EDIT: I see [USER=7025508]@Crimson Longinus[/USER] making observations relating to this. By frequency I mean are all scenes FRT? What is some are and some aren't? What if some types of scenes always are, and other types always aren't? By accuracy I mean given scenes are FR, how often does that generate T? With scope for variance as implied above. And by intensity, I mean that given scenes are FRT, how noticeable, impactful, relevant to player interests, and a whole suite of concerns of that sort, is the theme? It seems to me you have something in mind for this that is binary for you - a pemertonian-T - but would not necessarily be chosen by or matter to others. Yes. And usually no. I am not raising them in order to be answered, I am pointing them out as scope for variance. Ditto. [/QUOTE]
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