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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Wolfpack48" data-source="post: 9336343" data-attributes="member: 6872648"><p>The latest edition of the game, RuneQuest Glorantha, officially introduced Passions as well as Rune Affinities, though they've existed in Pendragon and many different unofficial forums over the years (Griffin Mountain as you mentioned). Passion "skills" - Devotion (Deity), Fear (Type or Indvidual), Hate (Group or Individual), Honor (Cult), Loyalty (Group or Individual), Love (Group or Individual) - are added as part of character creation and can be done as part of Session 0, or as backstory generation in the rules -- I always prefer session 0 or even a short HeroQuest style (100 word) description to allow players more control of their background.</p><p></p><p>Rune Affinities are tied to the character personality and cult, and work similar to Pendragon's Personal Traits. The two opposed runes (Truth and Illusion for example) must add to 100%:</p><p></p><p>The percentage changes as characters push in either direction along the scale, and sometimes the runes and passions must be tested against one another if there is internal conflict. The referee can call for a test when these conflicts might come into play, but players can also test on their own if they feel conflicted about a character decision.</p><p></p><p>Rune skills are used to cast rune magic, so it's important that the character is aligned to their cult and deity. And both Passions and Runes can be used to augment skill tests if the Passion or Rune is associated in some way with the narrative or skill test.</p></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9336343, member: 6872648"] The latest edition of the game, RuneQuest Glorantha, officially introduced Passions as well as Rune Affinities, though they've existed in Pendragon and many different unofficial forums over the years (Griffin Mountain as you mentioned). Passion "skills" - Devotion (Deity), Fear (Type or Indvidual), Hate (Group or Individual), Honor (Cult), Loyalty (Group or Individual), Love (Group or Individual) - are added as part of character creation and can be done as part of Session 0, or as backstory generation in the rules -- I always prefer session 0 or even a short HeroQuest style (100 word) description to allow players more control of their background. Rune Affinities are tied to the character personality and cult, and work similar to Pendragon's Personal Traits. The two opposed runes (Truth and Illusion for example) must add to 100%: The percentage changes as characters push in either direction along the scale, and sometimes the runes and passions must be tested against one another if there is internal conflict. The referee can call for a test when these conflicts might come into play, but players can also test on their own if they feel conflicted about a character decision. Rune skills are used to cast rune magic, so it's important that the character is aligned to their cult and deity. And both Passions and Runes can be used to augment skill tests if the Passion or Rune is associated in some way with the narrative or skill test. [/QUOTE]
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