hawkeyefan
Legend
Quick addendum ---
For context, my primary, "go to" system is Savage Worlds, but I played BECMI as a teen, and played a significant amount of D&D 3.5 and GM'd Pathfinder 1e in my 20s.
Believe me when I tell you that despite some glaringly obvious mechanical differences, D&D and Savage Worlds are very much cut from the same cloth in terms of playstyle / expected kinds of player and GM engagement. They're both very "traditional," discrete task resolution systems. Mechanics providing added player agency over the content of the fiction (with a few minor exceptions) are largely absent.
At a certain point in the past 5 years, driven by the fact that the stuff @pemerton and @Manbearcat were talking about in these forums sounded completely outlandish and obtuse, I decided I actually wanted to really find out if this whole "narrative-driven" style of play was a real "thing," or just mental vaporware.
So despite never having tried any of it before, I picked up and tried Dungeon World. I bought Burning Wheel Gold and read it. I bought and ran a one-shot of Fate Accelerated. I just recently discovered and read through Ironsworn multiple times. I've read other Powered by the Apocalypse systems (Masks, Scum and Villainy).
I don't claim to be an expert on narrative-driven RPG techniques at all. But I've learned and explored enough to know that it really is a "thing", and that the techniques, when followed, drive play in the directions being described. And that in my experience, the techniques described enhance the enjoyment of play.
Significantly.
I just wanted to add that this description largely fits my experience as well. Until the last few years, and in part spurred by discussion with folks here on these boards, I was pretty much a D&D guy. I play with a persistent group so we've gotten to the point where the game does what we want and what we expect, and we're all very familiar and comfortable with each other.
And I think that I allowed that fact to influence how I viewed D&D as a system. Any kind of shortcoming or flaw or drawback was largely mitigated for my group by our social understanding and standards. But once I started removing that social factor and looking at the game as it is designed and written, it looked differently.
I branched out into other games. Just reading at first, but once I started doing that, I started wanting to see how these games would work, and how the experience would differ from D&D.
And the fact is that they absolutely function differently, and provide a different gaming experience than D&D. Now, whether that difference makes a game better or worse is of course a matter of preference, but its existence is not.
I still enjoy D&D quite a bit, but I do find games like Blades in the Dark and PbtA games to have a lot more player agency involved.