View Profile: Travis Henry - Morrus' Unofficial Tabletop RPG News
  • Travis Henry's Avatar
    Tuesday, 18th June, 2019, 04:47 PM
    Over on Change.Org we hit the 200 mark! On this occasion, Grand Duke Stefan Karameikos requests: "Thankest thou, dearest compatriots of our Known World. Wouldst thou now consider sharing and tweeting yon petition?" Onward to 250!
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  • Travis Henry's Avatar
    Tuesday, 18th June, 2019, 03:55 PM
    Okay. Now I feel heard. Thank you Arilyn, LordE, and to the others who responded. And to Bobble and LordE for the laughs. (What's wrong with Kindergarten Storytime: The RPG? haha) I admit I hadn't thought it all through from start. And even my own parameters have continued to shift. I do believe a very fun game could be made along the lines I'm envisioning. And that even with a "novellic" or...
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  • Travis Henry's Avatar
    Tuesday, 18th June, 2019, 02:56 PM
    Yeah basically. But more like the AD&D Gamebooks (which actually had character stats) or, better yet, Lone Wolf (which had character advancement which carried over from novel to novel). So, a group version of Lone Wolf, with some dice rolling. And it would be part of the game for the characters' Moves to be narrated picturesquely (like Feng Shui), in accordance with how the die roll for each...
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  • Travis Henry's Avatar
    Tuesday, 18th June, 2019, 01:51 AM
    Well, there'd still be maybe two degrees of failure (FAIL, and CRITICAL FAIL) and two degrees of success (SUCCESS, and CRITICAL SUCCESS) for each scene, and also for the story as a whole. But even the biggest fail is a "failing forward"...as if the party were novellic heroes...which they are!
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  • Travis Henry's Avatar
    Tuesday, 18th June, 2019, 01:37 AM
    Imagine if the Lost Mine of Phandelver was converted into ND&D? All of the key scenes would be there still: Cragmawk Hideout, Redbrand Hideout, Cragmaw Castle, the Lost Mine, and possibly all of the side-treks as well: Agatha the Banshee, Old Owl Well, Wyvern Tor, etc. And the key encounters of each scene. (But not every single little Goblin-in-a-Room.) But each scene is resolved with only a...
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  • Travis Henry's Avatar
    Tuesday, 18th June, 2019, 01:11 AM
    Okay thanks - I'm barely familiar with Dungeon World - so I'm just going off what you and others have said. Okay, maybe the proposed ND&D is similar is DW. Others have said Feng Shui. I'd guess a couple significant differences: 1) The rules might be even quicker/lighter than DW. When I skim through the DW rulebook it still looks pretty complex. 2) The goal would be to explicitly tie ND&D into...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 07:23 PM
    I'm a member of Gamblers Anonymous, so I refrain from betting nowadays. haha. It would not be hard to win this bet. Though I don't have time at this moment to fully flesh out a ruleset, here's a first draft: As for the ND&D Rulebook: A research team reads through the hundreds of D&D novels, short stories, and comic books, and gleans sentence-by-sentence descriptions of all the Actions...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 06:23 PM
    Your question could be asked in regard to all the D&D modules which have ever been based on novels (DL series, Azure Bonds, etc) or vice versa (Keep on the Borderlands novel). Why buy the novel if we've already played it? Or why buy the adventure if we've already read the novel? The only difference with Customizable Novels is that the customer is personalizing the novel (whether they played the...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 06:52 AM
    Yes, Feng Shui + Dungeon World, set firmly in the D&D Fiction Multiverse.
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 06:51 AM
    Well, each Customized Novel would have special logo and customized "co-author" (the customer's name) printed on the cover alongside the original author (Salvatore, Weiss & Hickman, etc). That's the probably the same thing Boardgamers said when Roleplaying Games were invented. "What do you mean the game story is customizable and kit-bashable by each consumer? Where's my Monopoly car?" ;-) Or...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 06:46 AM
    Well, yes! I would love to play a 7-minute long D&D story which covered the same amount of plot as a D&D comic issue. Yes! Just the thing for a quick game. A complete adventure in 7 minutes! Yes! As it stands, 7 minutes of 5E play covers like one round. The comic book-sized plot would be resolved through various quickly-decided "moves" that the character(s) make. And the story unfolds in 7...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 04:23 AM
    Now to take it further: (I can dream can't I?) In conjunction with the ND&D ruleset, I'd like WotC to be the world's first producer of Customizable Novels. A customer can pay a fee to have their own characters' names inserted into the story (such as the Dragonlance Chronicles or Icewind Dale Trilogy), and issued as a customized print-on-demand hardcopy. Each novel in the D&D fiction line...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 04:12 AM
    Yeah of course there's narration. But I'm talking about a D&D ruleset that: 1) Runs exactly as fast as it takes to read the equivalent story in novel or comic book form. 2) Which is configured to more fully support colorful narration on the part of the player and DM, using a comprehensive and systematic array of action-specific quotes gathered from all of the existing D&D Fiction stories: the...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 04:05 AM
    Yeah but I still suspect that even the AD&D 1st Edition (or 2nd Edition) DL series of modules took a lot longer to play through, than the time it takes to read the Dragonlance Chronicles novels. Right, but imagine a ruleset that was crafted to support a Real Time game that progressed exactly as quickly as reading a D&D novel? For example, assuming the novelization of the Lost Mine of...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 03:52 AM
    You have good suggestions about best practices. But with all best practices in play, it still won't run as quick as a novel is read. I'm talking about Real Time not In-World time. ND&D would be a ruleset that: 1) Runs exactly as quickly as the D&D Fiction stories. So the entire Dragonlance Chronicles in 17 table hours! 2) More fully supports the colorful descriptions (for both DM and...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 03:47 AM
    You're right that any TRPG session could be novellized afterward. But here's what I'm getting at... ...Okay, let's set aside the Narrative aspect for a moment. And just speak about sheer numbers. As in exactly how long it takes to run a story using a TRPG interface (5E, or any previous edition) versus the time it takes to read that same story in novel (or short story or comic book) form. ...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 03:27 AM
    Thank you DEFCON 1! This is close to what I'm picturing. As far as quickness and intent. One difference though is that ND&D would offer a sample array of descriptors for each action, taken from D&D Fiction itself, to help spur the imagination of the player when they narrate their character's turn.
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 03:12 AM
    Good questions. 1. I was raised on BECMI D&D. Quick. Especially in regard to character creation! Later I played 2E as well. I've played and DMed 3E too, and yeah, you're right that 5E is streamlined compared to that. But my point isn't just about quickness. Yet even BECMI was slower than it takes to read a story of similar scope. 2. There may be features of indie games which are relevant to...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 03:07 AM
    You have a good point, yet, for me, there's something impelling about D&D Fiction itself. I'm especially interested in the D&D Multiverse and its stories. It seems to me that, say, the Icewind Dale Trilogy or the Dragonlance Chronicles could be converted into a ruleset that plays as quickly as the time it takes to read the novels. And I'm stoked by how Salvatore describes scenes. I want a game...
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 02:18 AM
    Yeah, I totally understand where you're coming from. Yet the characters would also be narrating their moves and decisions. It's not like the DM is just sitting there droning.
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  • Travis Henry's Avatar
    Monday, 17th June, 2019, 02:14 AM
    IIRC, awhile back Mike Mearls himself posted a method he's working on for resolving an entire combat with one roll.
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Tuesday, 18th June, 2019


Monday, 17th June, 2019


Sunday, 16th June, 2019

  • 08:41 PM - lowkey13 mentioned Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    Seriously, 'reverse'-engineer novels based on a game inspired by novels? The novelization of the movie that's based on the book! Yeah, I saw that too. ;) Travis Henry Your desire is great. HOWEVER, the above quote encapsulates the problem. D&D is an RPG. As such, to make it a good reading experience, liberties have to be taken- with the rules, for example. No one wants to read a typical D&D combat ... to use one example. If you want, you can look at all sorts of other source material that started as books or film properties and see how they were translated into RPGs, as that has been a common occurrence throughout time. You'll keep noticing that, for the most part, these various systems will borrow heavily from the setting so that you can approximate playing Gandalf, or playing the Hulk, or Starbuck, but ... it's just an approximation, you'll never quite the exact feel of the book/movie, because there is a difference. On the other hand, some RPGs are set up with a decidedly more narrative feel to them- think of Amber (to use one that adapted from a book). I guess what I'm getting at is that you're probably better off just designing a good ...

Wednesday, 6th February, 2019

  • 12:20 AM - DM Dave1 mentioned Travis Henry in post [New DM Question] What about Simultaneous Movement?
    Not necessarily. I could use a move to move towards a target to goad them towards you, use a bonus attack (maybe a quickened spell) then ready a dash action with the trigger ‘when they are 10 feet away’. Then move back 30 feet out of the opponent’s melee range and back behind cover. It’s kind of situational. Maybe someone is behind cover and you are trying to draw them out or something. To the OP. If they are out of combat and planning to go together, like your second example, I let them go at the same time at the slowest initiative. For the Mexican stand off, I allow an insight and anyone who fails misses their turn, like an ambush situation. Still possible for everyone to go before the person imitating combat, but less likely. Dash only increases your speed. It does not allow you to move. Thank goodness - I’m not the only one who has been thinking about Dash the wrong way. Thanks for being gentle with us, iserith, Charlaquin. Travis Henry!

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Tuesday, 18th June, 2019

  • 03:50 PM - ART! quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    There's one thing rather notably missing from any of the above write-up, which would if included end up slowing play considerably: social interaction; either between PCs and-or between PCs and NPCs. This is where a huge majority of characterization and character development occurs, to the point where if you intentionally strip it out you haven't got much R left in the RPG. Also, what happens if the PCs lose a battle they're supposed to win? Does the prepared narration have branches and tracks to account for this? Yeah, there would have to be some sort of "decision tree" guide for the GM. The option could be like GM Moves or Condition Moves in PbtA games (like the much-mentioned Dungeon World), where the option is described somewhat vaguely as a general direction, maybe with some automatic things that happen and the rest open to interpretation. DW and other PbtA games do some or a lot of what's TH is after here, but not everything. Okay thanks - I'm barely familiar with Dungeon World - so...
  • 04:40 AM - LordEntrails quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    Imagine if the Lost Mine of Phandelver was converted into ND&D? All of the key scenes would be there still: Cragmawk Hideout, Redbrand Hideout, Cragmaw Castle, the Lost Mine, and possibly all of the side-treks as well: Agatha the Banshee, Old Owl Well, Wyvern Tor, etc. And the key encounters of each scene. (But not every single little Goblin-in-a-Room.) But each scene is resolved with only a few rolls. A single combat roll for each key fight. A single social roll for each key social encounter. And compared to the 5E, there's a more extensive narrative boxed text for each scene - actually more than is in the Starter Set. For example, a bit of novellic "boxed text" for each and every hex on the map. And there are narrated "cut scenes" which quickly bring the party to the next scene, with only a bit of "travel exposition", and even within a dungeon-site, there is minimal "dungeon exploration" (except for key puzzles and traps)...it's just skipped over. Straight to the main scenes. ... That's not ...
  • 04:33 AM - dnd4vr quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    A game where your going to win regardless won't be very entertaining. Hmm... that basically "nearly" describes 5E as it is... ;) Well, there'd still be maybe two degrees of failure (FAIL, and CRITICAL FAIL) and two degrees of success (SUCCESS, and CRITICAL SUCCESS) for each scene, and also for the story as a whole. But even the biggest fail is a "failing forward"...as if the party were novellic heroes...which they are! I guess this feels to me just like you want a group-version of the old Pick-A-Path to Adventure books. The only real difference is instead of reading it and deciding which path you'll try, a group is doing it with a bit of randomness thrown in.
  • 12:56 AM - ccs quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    On to the next scene. Note that there are alternate scenes depending on how the battle went. But no one will fail any worse than Drizzt or Tanis would fail...because they're the heroes of the story. A game where your going to win regardless won't be very entertaining.

Monday, 17th June, 2019

  • 11:56 PM - Lanefan quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    I'm a member of Gamblers Anonymous, so I refrain from betting nowadays. haha. It would not be hard to win this bet. Though I don't have time at this moment to fully flesh out a ruleset, here's a first draft: As for the ND&D Rulebook: A research team reads through the hundreds of D&D novels, short stories, and comic books, and gleans sentence-by-sentence descriptions of all the Actions which have been depicted in the D&D Fiction Multiverse. If the Action was performed in various novels by different characters, all those cut-and-pasted example sentences are grouped under a single Move. And the Moves which are race-, class-, or level-specific (e.g. cast Fireball), are also grouped. I mean, there are certain "tropes" which are associated with all or most Halflings in the D&D novels. These grouped lists of novellic Moves serve as character creation tables. Or advancement tables for character level-specific Moves. (The book and page number are listed beside each sentence.) To create a cha...
  • 09:06 PM - ART! quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    I'm a member of Gamblers Anonymous, so I refrain from betting nowadays. haha. It would not be hard to win this bet. Though I don't have time at this moment to fully flesh out a ruleset, here's a first draft: As for the ND&D Rulebook: A research team reads through the hundreds of D&D novels, short stories, and comic books, and gleans sentence-by-sentence descriptions of all the Actions which have been depicted in the D&D Fiction Multiverse. If the Action was performed in various novels by different characters, all those cut-and-pasted example sentences are grouped under a single Move. And the Moves which are race-, class-, or level-specific (e.g. cast Fireball), are also grouped. I mean, there are certain "tropes" which are associated with all or most Halflings in the D&D novels. These grouped lists of novellic Moves serve as character creation tables. Or advancement tables for character level-specific Moves. (The book and page number are listed beside each sentence.) To create a character, the...
  • 08:05 PM - Bobble quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    I'm a member of Gamblers Anonymous, so I refrain from betting nowadays. haha. It would not be hard to win this bet. Though I don't have time at this moment to fully flesh out a ruleset, here's a first draft: HUGE SNIP Since you left OUT a HUGE requirement I listed ("That is impossible IF you want to play a D&D type RPG.") I will wait until you are serious or, up your English language Comp. skill level.
  • 05:18 PM - LordEntrails quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    Well, yes! I would love to play a 7-minute long D&D story which covered the same amount of plot as a D&D comic issue. Yes! Just the thing for a quick game. A complete adventure in 7 minutes! Yes! As it stands, 7 minutes of 5E play covers like one round. The comic book-sized plot would be resolved through various quickly-decided "moves" that the character(s) make. And the story unfolds in 7 minutes. Great! It's still a TRPG (and not just a comic-book-sized Lone Wolf-style choose-your-own-adventure) because there'd be a number of different story/plot options supported, and there'd still be a DM (to fill in the holes with improvisation), and because any character could be brought into the story (not just a pre-gen), and because the character advances in level. So the book would be somewhat bigger than a comic-book (due to having to support a number of different possible plot twists, depending on the actions of the PC(s)), but it'd play out in 7 minutes. Done. That would be the quickest ND&D format, a...
  • 03:31 PM - dave2008 quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    It's not only about becoming a master DM (or master player) who's good at describing things - I'm conceiving a ruleset that "bakes" a picturesque array of narrative descriptions into the game itself. Personally, that is my issue with what you are trying to do. The fiction created by my imagination is usually, if not always, more vibrant, exciting, and engaging than a novel or movie. It may take longer for us to play, but our imagines are, I believe, more picturesque than any baked-in narrative would likely be.
  • 02:12 PM - Bobble quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    The most basic aspect of my question is about making a version of D&D which somehow runs as quickly as D&D Fiction -- covering the the same amount of ground, in the same amount of Real Time. That is impossible IF you want to play a D&D type RPG. That would be like asking a builder to build a large structure as fast as it would take to do a walk though of the completed structure. As I am retiree I'm always looking to increase my treasure horde so I will bet you YOUR life savings that you cannot make such a game. After playing and running RPGs for 40 years I know I stand a 0% chance of losing this bet.
  • 02:02 PM - jasper quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    Now to take it further: (I can dream can't I?) In conjunction with the ND&D ruleset, I'd like WotC to be the world's first producer of Customizable Novels. A customer can pay a fee to have their own characters' names inserted into the story (such as the Dragonlance Chronicles or Icewind Dale Trilogy), and issued as a customized print-on-demand hardcopy. Each novel in the D&D fiction line would have an online form where you fill in certain customizable features: at the very least the names of the heroes. But as the online interface became more sophisticated, it wouldn't be limited to just names; the customer could select from various alternate passages or endings...or perhaps even open it up to the point where the customer can type in their own modifications of the entire story! This Customizable Novel idea is not necessarily tied to the ND&D ruleset I envisioned. But they're sorta related, in that they're both based on cultivating a "novellic" D&D experience. It'd be a new medium. I should...
  • 01:53 PM - jasper quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    IIRC, awhile back Mike Mearls himself posted a method he's working on for resolving an entire combat with one roll. Slip the DM A $20 or a soda. DONE.
  • 10:12 AM - Lanefan quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    The most basic aspect of my question is about making a version of D&D which somehow runs as quickly as D&D Fiction -- covering the the same amount of ground, in the same amount of Real Time. I'm not the world's fastest reader but I can get through a typical FR fiction book in one evening*. To have the game-at-table progress at that speed would be ludicrous. Hell, the players wouldn't even be able to get through a quarter of the spoken dialogue in that time, never mind the travel, exploration, information gathering, combats, and all the rest of what goes into the amount of campaigning depicted in the average D&D novel. * - though afterwards I'll wonder why I bothered. And it would still look and feel like D&D. I'm not at all sure it would. Because it (ND&D) would be fully based on D&D Fiction. But numbers-wise, it would have to play a lot quicker than any existing iteration of D&D!You could take out all the numbers and it still wouldn't play at the speed of reading a novel.
  • 06:19 AM - ccs quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    Now to take it further: (I can dream can't I?) In conjunction with the ND&D ruleset, I'd like WotC to be the world's first producer of Customizable Novels. A customer can pay a fee to have their own characters' names inserted into the story (such as the Dragonlance Chronicles or Icewind Dale Trilogy), and issued as a customized print-on-demand hardcopy. Each novel in the D&D fiction line would have an online form where you fill in certain customizable features: at the very least the names of the heroes. But as the online interface became more sophisticated, it wouldn't be limited to just names; the customer could select from various alternate passages or endings...or perhaps even open it up to the point where the customer can type in their own modifications of the entire story! This Customizable Novel idea is not necessarily tied to the ND&D ruleset I envisioned. But they're sorta related, in that they're both based on cultivating a "novellic" D&D experience. It'd be a new medium. I should...
  • 06:13 AM - ccs quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    You have good suggestions about best practices. But with all best practices in play, it still won't run as quick as a novel is read. And it's not supposed to. Just like if I weld wings on my car it still won't fly. D&D =/= novel. I'm talking about Real Time not In-World time. ND&D would be a ruleset that: 1) Runs exactly as quickly as the D&D Fiction stories. So the entire Dragonlance Chronicles in 17 table hours! The play experience would lose so much that those 17 hours would be completely wasted. It be even worse if you could some how play as fast as you could read a comic book. The average comic only has about 20 pages (not counting adds), mostly pictures. (Ex: Green Lanterns #51 from last year - 20 pages of story, again mostly pictures, with the highest word count (103) occurring on page 6 (of story). I did only count the words you actually need to read, so the title page where the creative team is credited might have =/more - but as those aren't "story".... Most pages had 40 or less...
  • 05:35 AM - ccs quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    You're right that any TRPG session could be novellized afterward. But here's what I'm getting at... ...Okay, let's set aside the Narrative aspect for a moment. And just speak about sheer numbers. As in exactly how long it takes to run a story using a TRPG interface (5E, or any previous edition) versus the time it takes to read that same story in novel (or short story or comic book) form. The most basic aspect of my question is about making a version of D&D which somehow runs as quickly as D&D Fiction -- covering the the same amount of ground, in the same amount of Real Time. Now, if those were the design parameters, I'm sure that any D&D game designer worth his/her salt could do that. (Mike Mearls, Jeremy Crawford, anybody) And it would still look and feel like D&D. Because it (ND&D) would be fully based on D&D Fiction. But numbers-wise, it would have to play a lot quicker than any existing iteration of D&D! No, it won't. It'll be something different. You might use the same words, & you migh...
  • 02:39 AM - Bobble quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    Yeah, I totally understand where you're coming from. Yet the characters would also be narrating their moves and decisions. It's not like the DM is just sitting there droning. Then it is NO different than how almost every game I've seen has done it since '78. Players say (narrate) what their character is doing and roll the dice. You don't NORMALLY play that way??? :erm:

Sunday, 16th June, 2019

  • 08:29 PM - Tony Vargas quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    I. And one thing that struck me is how quick and picturesque the battles are compared to our slow 5E slugfests. Believe it or not - and I'm gonna assume not - 5e actually jettisoned what narrative mechanisms D&D had accumulated in the hopes of achieving 'fast combat.' Yeah, and here you are complaining that it's not narrative enough /and/ too slow? ...and read through them, with the intent of "reverse engineering" a new version of D&D which closely modeled the "novellic" experience. Seriously, 'reverse'-engineer novels based on a game inspired by novels? A close reading reveals there are so many cool and colorful moves that seem to be specific to the races and classes as portrayed in a particular novel, which aren't quite modeled in the 5E ruleset. Again, for the sake of that fast combat you find too slow... Can a PC do all the cool and quick stuff which the fiction characters can? As long as it's done with a spell or magic item that does exactly that cool thing, sure. But, no,...
  • 08:03 PM - lowkey13 quoted Travis Henry in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    And then, craft a new version of D&D which closely models this experience. I call this ND&D...Novel D&D or Narrative D&D. You can't. Narrative isn't core to RPGs. It's not like you can ever borrow narrative or literary techniques from books! The only way to engage for DMs and players to engage each other is with framing. Wordless, but meaningful, framing. :) /ducks

Friday, 7th June, 2019

  • 12:01 PM - FaerieGodfather quoted Travis Henry in post The D&D Multiverse needs a "Crisis on Infinite Oerths"
    The result? Not cataclysmic...not destroying the worlds. But rather, a coherentizing. In the process, all adventures, novels, films, etc (and even odd things like characters seen on the AD&D beach towel), are officially placed in one (or more) worlds and timelines, and all timelines are given a numerical continuity designation. (The Transformers continuity is the most sophisticated example of this; even more complex than the Marvel and DC world-numbering system.) NO NO NO NO NO NO NO These are all wholly separate fantasy worlds. They don't even have the same gods or even the same cosmologies. They're not supposed to be coherent, they're barely supposed to be compatible, and trying to facilitate "cross-play" is the biggest source of the worst elements of all of them.


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