I think it's quite useful. This discussion has helped me articulate exactly why I don't like narrativist games. Now that I understand what their agenda is and the various approaches intended to achieve it, I can reject it personally with a clear conscience, or even dabble in it knowing why those mechanics exist.
For example, I have spent a lot of time recently examining Star Trek Adventures with an eye towards running it for my friends. While not really a Story Now game, it does have some mechanical elements that lean that direction (more than most versions of D&D, anyway). Understanding the agenda behind those mechanics will inform my running of the game, hopefully for the better.
Then I would personally consider this thread to have succeeded. Even if nine people walk away feeling it was a waste of time, one person genuinely getting something useful out of it is still a win. Though TBH I think it's a significantly higher than that. I, personally, have come to understand things significantly better than I did before this thread.
This is great. As someone that does love SN, among other games, I'm actually excited for someone to grasp the concepts and then decide it's not for them. Far better than the usual denial that SN is even a thing.
Agreed. As with a significant number of things in life, I would
much, much rather have a principled, sober disagreement than any form of knee-jerk response, whether it be for or against my own position.
Though hopefully something far more elaborate than the throwaway line in 4e. But 5e DMG is pretty damn lacking. They could easily publish a whole Advanced Campaign Builder's guide or some such.
I mean, I don't personally think the things in 4e were throwaway so much, but other than that point, I agree. Frankly, that's how I would write nearly every core book. Emphasize that campaigns can be a beautiful thing to
build, not just to
borrow. E.g., the Ancestries section: don't
declare X race is "common" and Y race is "uncommon." Describe the races without fear or favor, and then explain how different campaigns might use different lists or options in order to cultivate a theme or examine a conceit. E.g. 4e Dark Sun used the dragonborn to represent dray, but did so by exploring the
themes of the race in a very Dark Sun "inverted tropes" kind of way. The implied setting version of 4e dragonborn are noble warriors who carry an ancient legacy, tending to lean into their physical prowess and their honor-before-reason traditions. The Dark Sun dray are conniving (as opposed to brave), insular (the dark shadow of clan-centric society), sorcerous (as opposed to martial), and widely distrusted or even feared for their inhuman appearance and the fact that they
don't have history or precedent due to being a relatively new phenomenon.
Same goes for things like deities and classes. (And despite what some folks have
claimed, 4e Dark Sun maintained the "no Divine classes" thing; indeed, in arguably did so
better, because it doesn't even offer the fig leaf of elemental clerics.) These are all tools that can be exploited to set a tone, to establish a conceit, to explore thematic and conceptual spaces. Talk--to both DMs AND players--about how these elements can be used in creative and productive ways. Emphasize that the fundamentally collaborative nature of D&D means that DMs and players are best served by working together, picking up ideas and learning from each other. It would literally only require a couple of pages AT MOST in each spot (ancestries, classes, and deities; maybe throw in equipment, spells, and feats too--that'd be a grand total of
at most 30 pages, and those would be some of the most useful, productive pages in the entire PHB!)