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General Tabletop Discussion
D&D Older Editions
Towards a Story Now 4e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7439041" data-attributes="member: 82106"><p>This is an interesting point of discussion for sure. I started out a few years ago writing HoML as just a sort of 'Fixed up 4e', but the more I customized things, the more I moved into a much more Story Now sort of a mindset and approach. So there are actually still a LOT of traces of the sort of informal "make a check to figure it out" sort of design which has existed in D&D since the invention of the NWP way way back in Oriental Adventures. In fact it is necessary to recast virtually all the various elements (except stuff that is strictly used in combat) in a way such to avoid this.</p><p></p><p>So the question is whether that is the best approach. I think that maintaining the discipline of the General Challenge (basically an SC) as THE mechanism of resolution does have merit. I reread [MENTION=386]LostSoul[/MENTION]'s "Fiction First" hack and concluded that we're basically doing the same thing. He has a different set of techniques for forcing the story-driven approach, but the goal is almost the same, given we're shooting for different tones in our games. </p><p></p><p>That is to say, when you have to use a challenge to resolve all conflict, then you move to the conflict AUTOMATICALLY. That's because conflict is the only way to play! Now, you could still move to trivial conflicts that only address GM concerns, which wouldn't really be Story Now as I understand it, but nothing is perfect. At least this way you do have conflicts and they're likely to have some heft to them by the time you burn through a dozen die rolls. </p><p></p><p>Of course, the game might play very differently in other people's hands....</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7439041, member: 82106"] This is an interesting point of discussion for sure. I started out a few years ago writing HoML as just a sort of 'Fixed up 4e', but the more I customized things, the more I moved into a much more Story Now sort of a mindset and approach. So there are actually still a LOT of traces of the sort of informal "make a check to figure it out" sort of design which has existed in D&D since the invention of the NWP way way back in Oriental Adventures. In fact it is necessary to recast virtually all the various elements (except stuff that is strictly used in combat) in a way such to avoid this. So the question is whether that is the best approach. I think that maintaining the discipline of the General Challenge (basically an SC) as THE mechanism of resolution does have merit. I reread [MENTION=386]LostSoul[/MENTION]'s "Fiction First" hack and concluded that we're basically doing the same thing. He has a different set of techniques for forcing the story-driven approach, but the goal is almost the same, given we're shooting for different tones in our games. That is to say, when you have to use a challenge to resolve all conflict, then you move to the conflict AUTOMATICALLY. That's because conflict is the only way to play! Now, you could still move to trivial conflicts that only address GM concerns, which wouldn't really be Story Now as I understand it, but nothing is perfect. At least this way you do have conflicts and they're likely to have some heft to them by the time you burn through a dozen die rolls. Of course, the game might play very differently in other people's hands.... [/QUOTE]
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