In the current debates in the daggerheart forums, there is the talk that Daggerheart is a "narrative game". This claim is made primarily as an opposition to 5e, which is "not a narrative game". But what exactly is a narrative game? I thought about it, and here's what I've come up with.
We can imagine a few tiers to consider:
Narrative Presentation
In this version, narrative is more a style of presentation than it is anything to do with the mechanics of the game itself. The game actively mentions that players should feel empowered (and GMs should encourage) to actively create elements of the world. While all TTRPG give players descriptive control over their characters, this is more about the world itself. The idea that a player can decide what kind of scar an NPC has, or what metal is holy for god XYZ, etc.
If there are standard adventures for the game, the game might stop at points and specifically note that players get to decide XYZ about the world they find themselves in.
In this area, I would agree that Daggerheart IS narrative. It clearly wants players to feel empowered in these areas, and mentions a few times in its example adventure for GMs to let the players decide some things about the world.
Narrative Mechanics
In this version, a narrative game offers some mechanic that "breaks the mechanic", perhaps through the spending of a limited resource. A good example of this is Buffy the RPG, in which the Slayer is quite powerful by the core mechanics, while the side characters gain meta currencies that literally let them change a scene, sometimes extensively. This is mainly on the player's side, as most games assume the GM as the creator of teh world has the ability to make changes as they see fit to the story.
Daggerheart I would say is NOT a narrative game under this category. While the GM can make certain alterations through the fear mechanic, the players don't have similar capabilities expressed in the rules.
Freeform Resolution
In a standard TTRPG mechanical framework, players decide they want to do something, they utilize some random determiner (cards, dice, etc), and than the GM decides what the ultimate outcome of that action is. And the focus here is on the WHAT that happens, rather than the HOW. I think most games are perfectly fine with players describing how a certain attack hit or how they used that weird fact about mimes to solve a given puzzle, etc. Where games differ is more what the actual result of the action is.
In this version, while the GM might constrain what a "success" or a "failure" in the resolution has to entail, the game gives the player a wide berth to decide how that resolution comes about and what are the other secondary consequences. As an example, a player succeeds at a persuasion roll against the court lady. The GM notes this means that the lady will give up the secret password to the secret entrance. However, the game empowers the players to run with it further. The player decides the lady falls head over heels for them....in fact so much so that it becomes an awkward point later on.
I would say Daggerheart is NOT a narrative game under this context. The rules give the GM a lot of berth in resolution mechanics with the "succeed/hope, succeed/fear, fail/hope, fail/fear", but it is still up to the GM to decide what the actual resolution is (which is pretty standard in nearly all TTRPGs). Most mechanics in daggerheart are fairly packaged, you have a power card that does X thing, and while the player is welcome to narrative the look and feel of those abilities, the actual game resolution remains anchored in the mechanic itself.
Those are my initial thoughts, what do you think?
We can imagine a few tiers to consider:
Narrative Presentation
In this version, narrative is more a style of presentation than it is anything to do with the mechanics of the game itself. The game actively mentions that players should feel empowered (and GMs should encourage) to actively create elements of the world. While all TTRPG give players descriptive control over their characters, this is more about the world itself. The idea that a player can decide what kind of scar an NPC has, or what metal is holy for god XYZ, etc.
If there are standard adventures for the game, the game might stop at points and specifically note that players get to decide XYZ about the world they find themselves in.
In this area, I would agree that Daggerheart IS narrative. It clearly wants players to feel empowered in these areas, and mentions a few times in its example adventure for GMs to let the players decide some things about the world.
Narrative Mechanics
In this version, a narrative game offers some mechanic that "breaks the mechanic", perhaps through the spending of a limited resource. A good example of this is Buffy the RPG, in which the Slayer is quite powerful by the core mechanics, while the side characters gain meta currencies that literally let them change a scene, sometimes extensively. This is mainly on the player's side, as most games assume the GM as the creator of teh world has the ability to make changes as they see fit to the story.
Daggerheart I would say is NOT a narrative game under this category. While the GM can make certain alterations through the fear mechanic, the players don't have similar capabilities expressed in the rules.
Freeform Resolution
In a standard TTRPG mechanical framework, players decide they want to do something, they utilize some random determiner (cards, dice, etc), and than the GM decides what the ultimate outcome of that action is. And the focus here is on the WHAT that happens, rather than the HOW. I think most games are perfectly fine with players describing how a certain attack hit or how they used that weird fact about mimes to solve a given puzzle, etc. Where games differ is more what the actual result of the action is.
In this version, while the GM might constrain what a "success" or a "failure" in the resolution has to entail, the game gives the player a wide berth to decide how that resolution comes about and what are the other secondary consequences. As an example, a player succeeds at a persuasion roll against the court lady. The GM notes this means that the lady will give up the secret password to the secret entrance. However, the game empowers the players to run with it further. The player decides the lady falls head over heels for them....in fact so much so that it becomes an awkward point later on.
I would say Daggerheart is NOT a narrative game under this context. The rules give the GM a lot of berth in resolution mechanics with the "succeed/hope, succeed/fear, fail/hope, fail/fear", but it is still up to the GM to decide what the actual resolution is (which is pretty standard in nearly all TTRPGs). Most mechanics in daggerheart are fairly packaged, you have a power card that does X thing, and while the player is welcome to narrative the look and feel of those abilities, the actual game resolution remains anchored in the mechanic itself.
Those are my initial thoughts, what do you think?