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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="FrogReaver" data-source="post: 9334499" data-attributes="member: 6795602"><p>For what it’s worth, I struggle to see how 4e really pushes hard toward narrativist play. I see it more baby-stepping in that direction. I view it as being more gamist and less simulationist than other versions which is what I think drove much of the strong opinions against it.</p><p></p><p>Maybe it’s actually the better example of a game lacking narrativist mechanics which can still play in a very narrativist fashion (didn’t for me, but many here report it did for them).</p><p></p><p>[USER=42582]@pemerton[/USER] mentioned something earlier that might help explain the better for narrativist feel. 4e did get rid of alot of mechanics that may have previously gotten in the way of narrativism. The biggest one I can think of is moving fairly hard away from the daily resource attrition based game. This means players aren’t strongly incentivized to make decisions to minimize resource attrition and can instead make decisions to maximize their thematics and narrative.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9334499, member: 6795602"] For what it’s worth, I struggle to see how 4e really pushes hard toward narrativist play. I see it more baby-stepping in that direction. I view it as being more gamist and less simulationist than other versions which is what I think drove much of the strong opinions against it. Maybe it’s actually the better example of a game lacking narrativist mechanics which can still play in a very narrativist fashion (didn’t for me, but many here report it did for them). [USER=42582]@pemerton[/USER] mentioned something earlier that might help explain the better for narrativist feel. 4e did get rid of alot of mechanics that may have previously gotten in the way of narrativism. The biggest one I can think of is moving fairly hard away from the daily resource attrition based game. This means players aren’t strongly incentivized to make decisions to minimize resource attrition and can instead make decisions to maximize their thematics and narrative. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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