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<blockquote data-quote="DMZ2112" data-source="post: 8960139" data-attributes="member: 78752"><p>I've always had a strong narrative focus, and I haven't had a problem filling D&D tables for 30 years, across five editions and Pathfinder. If narrative play really didn't attract players, Wizards and Paizo both would focus on publishing setting material instead of almost exclusively adventure paths. </p><p></p><p>As far back as 1984, you have the extremely narrative (and best-selling) Dragonlance module path hitting store shelves. Dragonlance was cancelled shortly into AD&D2, but got its own standalone story-forward TTRPG system (shared with Marvel) that no one seems to have liked but was frankly too well supported for too long during TSR's worst years to not have sold well. </p><p></p><p>We talk a lot about "playing to find out" in a theoretical, dungeon-mastery-craft sense, but I think the vast majority of tables in the wild have very narrative-minded dungeon masters running games for players who are more concerned about their character development (both in level and in personality) than whether or not they are being railroaded through the dungeon master's pet novel.</p><p></p><p>I think this is definitely borne out by the fact that D&D just keeps stubbornly getting less and less simulationist in terms of consequences despite the ever-increasing importance of combat and despite online theorycrafters' dogged insistence on the glory of the player-driven let-the-dice-fall-where-they-may sandbox.</p><p></p><p>Sorry, most folks out there <em>are</em> aping Matt Mercer, and what's more, they were for decades before Critical Role even aired. Matt had to learn from somewhere.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 8960139, member: 78752"] I've always had a strong narrative focus, and I haven't had a problem filling D&D tables for 30 years, across five editions and Pathfinder. If narrative play really didn't attract players, Wizards and Paizo both would focus on publishing setting material instead of almost exclusively adventure paths. As far back as 1984, you have the extremely narrative (and best-selling) Dragonlance module path hitting store shelves. Dragonlance was cancelled shortly into AD&D2, but got its own standalone story-forward TTRPG system (shared with Marvel) that no one seems to have liked but was frankly too well supported for too long during TSR's worst years to not have sold well. We talk a lot about "playing to find out" in a theoretical, dungeon-mastery-craft sense, but I think the vast majority of tables in the wild have very narrative-minded dungeon masters running games for players who are more concerned about their character development (both in level and in personality) than whether or not they are being railroaded through the dungeon master's pet novel. I think this is definitely borne out by the fact that D&D just keeps stubbornly getting less and less simulationist in terms of consequences despite the ever-increasing importance of combat and despite online theorycrafters' dogged insistence on the glory of the player-driven let-the-dice-fall-where-they-may sandbox. Sorry, most folks out there [I]are[/I] aping Matt Mercer, and what's more, they were for decades before Critical Role even aired. Matt had to learn from somewhere. [/QUOTE]
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