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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: 9334950" data-attributes="member: 7025508"><p>Sure.</p><p></p><p></p><p></p><p>My point is that there are no such clearcut lines. Even if we had a coherent definition of narrativism (which I still somewhat doubt) narrativist elements can appear in games to different degrees. So it is not whether something is or isn't narrativist, it is how narrativist it is.</p><p></p><p></p><p>Predominantly, perhaps. I don't recall the exact definition.</p><p></p><p></p><p>You're at least partly wrong. I definitely want to the players to make their own choices, I just want those choices to be about things the <em>characters </em>can actually choose. So a player can certainly choose what moral choice to make even though they cannot choose where the wizard towers are!</p><p></p><p>My dislike of alignment and other such external moral frameworks is on the record. My favourite situations are morally complex ones where there are no obvious right or wrong, and the characters need to make meaningful moral choices. Though of course those can still exist alongside with more morally clear-cut situations in the same campaign just fine. Sometimes we want an episode that is a moral conundrum, sometimes we just want to stop "bad guys" doing bad stuff. It is fine. Campaigns can deal with different stuff at different moments. This is the simple and obvious truth you for some reason seem to have really hard time grasping.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9334950, member: 7025508"] Sure. My point is that there are no such clearcut lines. Even if we had a coherent definition of narrativism (which I still somewhat doubt) narrativist elements can appear in games to different degrees. So it is not whether something is or isn't narrativist, it is how narrativist it is. Predominantly, perhaps. I don't recall the exact definition. You're at least partly wrong. I definitely want to the players to make their own choices, I just want those choices to be about things the [I]characters [/I]can actually choose. So a player can certainly choose what moral choice to make even though they cannot choose where the wizard towers are! My dislike of alignment and other such external moral frameworks is on the record. My favourite situations are morally complex ones where there are no obvious right or wrong, and the characters need to make meaningful moral choices. Though of course those can still exist alongside with more morally clear-cut situations in the same campaign just fine. Sometimes we want an episode that is a moral conundrum, sometimes we just want to stop "bad guys" doing bad stuff. It is fine. Campaigns can deal with different stuff at different moments. This is the simple and obvious truth you for some reason seem to have really hard time grasping. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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