MichaelSomething
Legend
Not the factor but certainly a factorSo you think it was purely a reaction against 4e? That's interesting.
Not the factor but certainly a factorSo you think it was purely a reaction against 4e? That's interesting.
I think it works mechanically, there is simply, in AD&D at least, nothing to 'latch on to' in the character, aside from class and race, to drive the engagement thing. DW has bonds for example, or BW has beliefs. So, the question is still kind of what exactly are the checks accomplishing? In a DW game the player makes some choice/answers a question then the GM presents a 'move' and there's a check, and either the player's intent is realized or not (usually with some caveat). So, lets assume you played AD&D in a scene-framed DW-esque fashion, then these checks you speak of (which are basically a de-novo mechanism, though later 1e and then 2e do have some limited generalized check mechanics) can 'work the plot' like they do in DW (IE they reflect plot randomization, not "what is the probability Joe the Dwarf can do X in situation Y"). However, you do run into some flies in the ointment, like thief abilities and such, and the general plethora of types of dice rolls. You COULD simply reform such mechanics, or live with it. So, its a bit of a mixed bag.@Ovinomancer, @AbdulAlhazred
I can absolutely follow your posts and understand your reasoning. All I can say in response is that I think you're getting close to treating the gold standard of a system like BW or AW as the floor!
In AD&D played vanilla narrativist, it's closer to AW than BW in the following sense: there's less of a sense of "scene stakes" and more of a sense of the "local" (for lack of a better word) stakes of a particular check. (This also fits with there being nothing like a skill challenge.)
But the GM can set a difficulty for checks, and honour success. And there can be a practice of allowing retries on a miss of (say) 4 or less (on d20), with the cost of a retry being some sort of fictional escalation like the passage of time or having to increase the offer to a NPC or similar.
That's a bit different from the approach that @Campbell has described. It can be done in AD&D. I can see that 5e has more moving parts. It might work better in 5e for a rogue, a fighter and a warlock than (say) a paladin and two full casters.
Yes!You just definitely, in all cases, need to forget everything you ever learned about traditional GMing of these games!
You rely on informal cues/requests.I think it works mechanically, there is simply, in AD&D at least, nothing to 'latch on to' in the character, aside from class and race, to drive the engagement thing.
Live with it.So, lets assume you played AD&D in a scene-framed DW-esque fashion, then these checks you speak of (which are basically a de-novo mechanism, though later 1e and then 2e do have some limited generalized check mechanics) can 'work the plot' like they do in DW (IE they reflect plot randomization, not "what is the probability Joe the Dwarf can do X in situation Y"). However, you do run into some flies in the ointment, like thief abilities and such, and the general plethora of types of dice rolls. You COULD simply reform such mechanics, or live with it.
Yeah, and of course its all subject to heavy interpretation as to when it is even appropriate to ask for things like Climb Walls checks. If you take Gary literally, at least the PHB, then the only time the checks even matter is if it is a SHEER wall, one that wouldn't even normally be climbable (I guess the assumption is any adventurer whatsoever will automatically scale anything easier, though that goes mostly unsaid). Of course the DMG seems to muddy those waters somewhat... In any case, it is certainly POSSIBLE, though the result seems like it won't resemble your Mom's D&D very much.... (yes, my Mom has played a pretty respectable amount of D&D! LOL, though she seems to have 'retired' of late from what I hear).Yes!
I can report from the front line that it's easier if you never mastered that in the first place.
You rely on informal cues/requests.
Live with it.
There are no DCs in AD&D much of the time. I think that makes it easier.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.