D&D General Player-generated fiction in D&D


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Oh, goody, it's 2010! Nobody is taking the bait man. 4e works incredibly well for a whole range of play. You are not interested in that, which is fine. If you look at our PbP thread though, or the other 4e one's here, you can easily see it supporting our play quite effectively. I'd venture the observation that rather invalidates your statement above...
Right 2010: when Pathfinder became the best-selling tabletop rpg over D&D 4e. OOPS.
 


Given the frequency with which people indicate that immersion is important to them, I am not sure that player authored fiction is particularly desirable in D&D. All meta-mechanics break immersion to some degree, and letting players declare truths about the world rather than discover them is the ultimate meta-mechanic.
I think "meta-mechanics" can be a bit orthogonal to the immersion discussion.

It might not be an explicit "mechanic", but knowing that you as a player have the authority to make statements about your character that are then true, even if they impact the setting outside of your character, I have found to be quite useful, if not close to essential, for achieve an immersed state.
 


It's been my experience there's a difference in the two examples just in play, but it may be hard to quite articulate it.

Skill challenges, I believe, are more narrative in the lines of '8 successes before 4 failures.' So, I don't see a disconnect of a player who's TRYING to find a way to justify working in a diplomacy roll into the skill chain asking if there's a market stall he can con the owner into letting he and the group climb. Or in a wilderness setting, someone using working a Nature check in since the previous person used Survival to remember certain mosses only grow on trees' northern side.

I think a lot of this is more seamless in actual play at the table than it is when people are having online discussions.
I think there's a role for the GM to push back where players are clearly going to feel the urge to use specific skill bonuses and maybe the fiction is better served/represented by something different. 4e's system is set up for that, the GM is able to say 'No' but should only be doing so sparingly.

And 4e really doesn't specifically talk about low/zero myth play either, it expects existing fiction into which stuff has to slot.

Admittedly we went beyond that by taking it to the fully Story Now practice, but the game has the tools to deal with that, and I have long felt that is not an accident.
 

In my 5e games, most of the plot is generated by choices made by the players.

Each player's backstory is incorporated into the ongoing story, and players are free to add to their backstory as they feel inspired. Then I just figure out how to work it into the narrative as seamlessly as possible. On top of that, players are encouraged to contribute to the story in real time, so if a character walks into a bar and asks whether they see anyone they know, for example, I'll reply with "you tell me." Or maybe they're out scouting and notice something interesting. Though this only works when the player/DM relationship is fairly copacetic. We've even run one session using modified Fiasco rules, so everyone had a coequal part in crafting the story of jewel heist in real time.

As far as the overarching story goes, I run a pretty classic sandbox. There's a world and there's stuff happening in it, but there are plenty of options and the player choices determine where things will go. I avoid end of the world scenarios for this reason - if you present one, the players have no real choice but to respond to it. Besides which, I don't think you need the threat of armageddon to have meaningful stakes.

That's not to say the way we do things is the best way. It just works for us. We're starting a new experiment tonight as we are launching into Vecna: Eve of Ruin. I almost never do pre-written adventures for my home games, so I've heavily modified this one to add links to character back stories, to make the stakes less apocalyptic, and to add branching paths and space for players to add on.
 

Given the frequency with which people indicate that immersion is important to them, I am not sure that player authored fiction is particularly desirable in D&D. All meta-mechanics break immersion to some degree, and letting players declare truths about the world rather than discover them is the ultimate meta-mechanic.
Not really. A player declaring stuff about who their PC is, and knows, and what their PCs remember, (i) isn't especially meta, and (ii) needn't rely on any mechanic.

But anyway, if your answer to the question in the OP is that your D&D doesn't have a high volume of player-generated fiction, cool. Thanks for replying!
 


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