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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9335807" data-attributes="member: 82106"><p>Yes and no... </p><p></p><p>I started running 4e for [USER=2093]@Gilladian[/USER] and primarily a couple of other people. 2 of those three played a LOT of 3.5e (and actually STILL play that, though there was a foray into 5e for a while). Yes, at first our game was pretty trad/neo-trad-ish I guess. I mean there was a setting, I created stuff for the PCs to do, etc. They did create moderately to fairly elaborate backstories, and I presented plot trajectories that related to those, I didn't have even at first, any firm idea of an overarching plot/story. So, pretty quickly my laziness drove me to prep less and less systematically. It took a while, like a couple of years of playing that campaign, but certain key points came:</p><p></p><p>Right at the start I created a scenario where the level 1 PCs had to deal with a Carrion Crawler (a level 7 elite monster IIRC). They tried fighting it, that didn't work! They started trying different things, but I noted that my explanations of what worked or didn't work (based on their checks in the SC I spontaneously started running for this) were heavily constrained by the details of the setting that I'd established at the start (IE the dungeon map and notes). While I didn't quite put it all together then in 2008, reflecting on that encounter was one of the things that lead me to think about more dynamic and less pre-authored scenarios. </p><p></p><p>So, it went on like that. I guess that's the 'adaptation' or 'reprogramming' or whatever. I had never read any of the Forge stuff or played anything like Sorcerer at that time. I didn't pay a lot of attention to general RPG happenings in the 10 years or so up to that point. If I had, I think I'd have 'got it' fairly quickly. Once I ran into stuff that some of the posters in this thread posted about GNS and whatnot, and when I ran into Dungeon World after it came out, then it all really logically fell together and made sense. I'm just not clever enough to have come up with the ideas Ron and Co did on my own.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9335807, member: 82106"] Yes and no... I started running 4e for [USER=2093]@Gilladian[/USER] and primarily a couple of other people. 2 of those three played a LOT of 3.5e (and actually STILL play that, though there was a foray into 5e for a while). Yes, at first our game was pretty trad/neo-trad-ish I guess. I mean there was a setting, I created stuff for the PCs to do, etc. They did create moderately to fairly elaborate backstories, and I presented plot trajectories that related to those, I didn't have even at first, any firm idea of an overarching plot/story. So, pretty quickly my laziness drove me to prep less and less systematically. It took a while, like a couple of years of playing that campaign, but certain key points came: Right at the start I created a scenario where the level 1 PCs had to deal with a Carrion Crawler (a level 7 elite monster IIRC). They tried fighting it, that didn't work! They started trying different things, but I noted that my explanations of what worked or didn't work (based on their checks in the SC I spontaneously started running for this) were heavily constrained by the details of the setting that I'd established at the start (IE the dungeon map and notes). While I didn't quite put it all together then in 2008, reflecting on that encounter was one of the things that lead me to think about more dynamic and less pre-authored scenarios. So, it went on like that. I guess that's the 'adaptation' or 'reprogramming' or whatever. I had never read any of the Forge stuff or played anything like Sorcerer at that time. I didn't pay a lot of attention to general RPG happenings in the 10 years or so up to that point. If I had, I think I'd have 'got it' fairly quickly. Once I ran into stuff that some of the posters in this thread posted about GNS and whatnot, and when I ran into Dungeon World after it came out, then it all really logically fell together and made sense. I'm just not clever enough to have come up with the ideas Ron and Co did on my own. [/QUOTE]
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