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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Crimson Longinus" data-source="post: 9334143" data-attributes="member: 7025508"><p>I guess that's why none of us has heard of this Tom Clancy guy as his novels were an abysmal failure... <img class="smilie smilie--emoji" alt="🤷" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937.png" title="Person shrugging :person_shrugging:" data-shortname=":person_shrugging:" loading="lazy" width="64" height="64" /></p><p>Like can you conceive that a lot of people care about <em>both </em>the premise and the tech aspects and think that having the book contain both is a feature not a bug? </p><p></p><p></p><p>But you are again being single-minded. Even if such thing sometimes would occur, it is not a problem as we don not care about being narrativist 100% of time. Also, there is a lot of you can do with choosing and interpreting the elements of the simulation so that the end results still be thematic. </p><p></p><p></p><p>It is futile, because your definitions are unclear and when provided examples no-true-Scotsman goalpost shifting commences. I don't care for your narrativist seal of approval, but I do know that many of the qualities you list regularly happen in RPGs that are not usually considered narrativist. Players determining the direction of the game, rising action, addressing themes, moral conflicts, characters dealing with personal issues. All basic stuff found in one degree or another in most games.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9334143, member: 7025508"] I guess that's why none of us has heard of this Tom Clancy guy as his novels were an abysmal failure... 🤷 Like can you conceive that a lot of people care about [I]both [/I]the premise and the tech aspects and think that having the book contain both is a feature not a bug? But you are again being single-minded. Even if such thing sometimes would occur, it is not a problem as we don not care about being narrativist 100% of time. Also, there is a lot of you can do with choosing and interpreting the elements of the simulation so that the end results still be thematic. It is futile, because your definitions are unclear and when provided examples no-true-Scotsman goalpost shifting commences. I don't care for your narrativist seal of approval, but I do know that many of the qualities you list regularly happen in RPGs that are not usually considered narrativist. Players determining the direction of the game, rising action, addressing themes, moral conflicts, characters dealing with personal issues. All basic stuff found in one degree or another in most games. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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