Here's an example: D&D 4E - Pemertonian Scene-Framing; A Good Approach to D&D 4eI have yet to see anything in discussion of narrative games that really correlates to more traditional games like D&D.
Here's an example: D&D 4E - Pemertonian Scene-Framing; A Good Approach to D&D 4eI have yet to see anything in discussion of narrative games that really correlates to more traditional games like D&D.
Sure, but I think a lot of folks enjoy and expect some kind of advancement, even if it's not the by level variety popularized by D&D. Even games like Call of Cthulhu and Cyberpunk have skill advancement, and most superhero games allow you to get stronger and/or more versatile even though that's not really what those games are about. I don't think we need to make an explicit #notallRPGs statement about liking or expecting it most of the time.
I think the distinction between calling ruins an encounter and calling a town an encounter is relevant.
That’s not relevant to my point about levels or how they function in a living world sandbox. The section was there to show that gaining experience, and therefore levels, doesn’t reduce play to a procedural grind. It supports the idea that level can serve as a shorthand for a character’s life experience.Are you drawing a comparison in your head here between your play and like old school dungeon crawling or something? Every single game of D&D 5e I’ve played and run has rotated around interactions in character with NPCs, with that being most of the player’s favorite moments apart from high beats like an “epic combat” or unexpected problem solving.
What exactly do you mean by 'correlates to more traditional games'. There are differences, and many similarities, which have been extensively discussed for years on this venue.Sure, but it's like comparing Risk to Axis and Allies. They're both about war, but that's about the end of it. I have yet to see anything in discussion of narrative games that really correlates to more traditional games like D&D.
To levels, specifically: yes.So, the characters are cognizant of their actual character levels, HP, etc. They know that these things are real in the world?
I mean, you just have the same opponents, but with different numbers of them or different levels of hit points and AC (lower or higher), stuff like that. Obviously that’s not going to help you if the PCs go to places with nothing but high-level opponents, like the Demonweb Pits or the Valley of the Ancient Dragons, but it will open up a lot more of the world to them without changing what’s actually there. If the PCs travel through Bandit Badlands, they still get attacked by bandits. They just meet, I dunno, eight bandits instead of fifteen bandits led by three bandit chiefs, or whatever it would be.But, doesn't this violate the whole "The world is independent of the PC's" criteria of a sandbox? After all, the world must not change in response to what the PC's are, only in response to what they do. If you are changing encounters based on the party level, you aren't running a sandbox, according to many in this thread.
Or, to put it another way, how can a world which changes at the stroke of the DM's pen based on the party's level be considered independent and having internal logic?
You're reading level as a mechanism for gating content. That’s not how I use it. In my Majestic Fantasy RPG, level is a shorthand for life experience, not a script. The world doesn’t scale to the party. Some places are inherently dangerous and remain so. Others are more manageable. The players choose where to go. The consequences follow from that.So, the characters are cognizant of their actual character levels, HP, etc. They know that these things are real in the world?
I’d be cautious about framing anything as “what level actually means.” I’ve spent over two decades running GURPS (2e through 4e), and nearly 15 years with classic D&D starting in the late 2000s. I'm well acquainted with how level and point values are commonly used across systems and tables.So, if we ignore what level actually means
Here's an example: D&D 4E - Pemertonian Scene-Framing; A Good Approach to D&D 4e
What exactly do you mean by 'correlates to more traditional games'. There are differences, and many similarities, which have been extensively discussed for years on this venue.
As for the comparison of D&D and FATE that you are apparently referencing. I think of FATE as being specifically designed around a kind of OC/neo-trad kind of play where the players have a central role in defining what their characters do and what the story related to them is and is about. 5e certainly can be bent more or less in the direction of this same type of play, but it is going to be more related to how it is played, though things like BIFTS certainly provided some support, modest though it was (and apparently gone in 5.5e).