narrative style game

Sort of like the tip about “visualize comic book style action”, this is about how MHRP is designed differently than the majority of rpg’s.

Think – most games about you controlling you character. Either you are trying to win, or you are trying to develop a personality to play – or some mixture of both. How often are you TRULY trying to work with the other players and the guy running the game to make a fun story that everyone enjoys?

Honestly?

Right, that’s where this game is different. From the very rules of the book it tells you to declare your intent – and by that you say what it is you want to do, then go about deciding how to build your dice pool to see if your character succeeds or fails. But, here’s the thing – you get to narrate, before you roll, both what you hope to achieve as well as what you think the negative result will be if you fail. What other game asks you to describe what your failure will bring?

Also, the game encourages the group to help each other decide how to build dice pools or how they can go about achieving the intent they iterate. It is working together.

Finally, the Watcher is told to not hide die rolls or intent of villains. To straight up declare intent just like a player would. To not use a screen. To alter scenes and frame the action around the players’ chosen milestones.

It’s probably hard to grasp, especially if you are used to more the D&D / Pathfinder as opposed to the WoD style gaming, but this is really about the overall end result as a whole and not the successes of individual player actions or achieving end goals for XP.

narrative style game

Holding Out For A Hero JayMerin