D&D General [rant]The conservatism of D&D fans is exhausting.


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However, what you're talking about here and what @Faolyn is talking about is very different. According to @Faolyn, she might rewrite the dragon so that it could be defeated by the party because the world is developed in accordance with the capabilities of the characters. Add some monsters or subtract depending on the power level of the characters. In other words, her sandbox is pretty much the opposite of what you are talking about.
I never said that at all. I clearly said that the dragon may not notice the party. I never said it wouldn’t kill the party.

But having the dragon instantly spot the party and attack is the opposite of having the world not revolve around the PCs.

Isn't that pretty much the opposite of how a sandbox has been defined?
Why do you persist in trying to make everyone in the world play by one set of rules?
 

You said:



I was providing an example of how narrative games can be focused on adventure. The core loop of Stonetop is Expedition -> Homefront -> time pass (maybe) -> Expedition. It’s explicitly an adventure based game.

The emphasis on why you go on adventures may be somewhat different, but that’s not really all that far from getting a strong initial hook & character backstory buy in is it?

If you’re repudiating even that, then again - you seem a lot more conservative in play then my experience of 5e.

I'm not saying the games can't have similarities. I made no comment on how other games may or may not work. I don't see why people have to repeatedly and constantly bring narrative games into a D&D discussion without even trying to show how it could be useful for a D&D DM.
 

I don't see much of a connection between the approach of narrative games (and I've never had a chance to play FATE, perhaps it was a bad example) and D&D and similar games. Narrative games seem to be very reactionary, entirely focused on the character while D&D is focused on adventure - even if the adventures are chosen by the players in a sandbox. I don't know or care about TIBFs of my player's characters, we tried to lean into it a bit when 5e came out but it just felt artificial to us. Which, I mean I know the whole game is artificial but it just seemed unnecessary. It was better for the players to just discuss and chose direction in character, resolve or talk about their character through RP rather than have some meta-framing being taken into consideration.

Which isn't a great explanation, I just feel like we're comparing apples and baseballs when we discuss different approaches.
Eh, there's both more and less differences than you imagine. Playing AW is related to playing 5e as MLB is to high school baseball, they're essentially the same activities, with somewhat different rules and rather different goals and context. It's absolutely possible to compare and contrast.
 

Oh, for sure. I've run into people with those play priorities before, it's just completely antithetical as to how I play. Fundamentally, I'm playing to generate conflict (in the narrative, not table conflict!), not to have my character succeed. "Play your character like a stolen car" was something I was doing decades before I saw that idea codified.

Oh, I'm aware. I just think some people, particularly in the PbtA adjacent sphere, don't understand how much the baked in "complication is good" premise there is just absolutely not what some others want. I commented after buying and reading Monster of the Week that it reminded me that, for the most part, it doesn't have failures; It has what most people would consider successes, partial success, and fumbles. That's because it wants ever roll to move the narrative on in one way or the other, but it also means that you here repeated examples of people who haven't really bought into the idea that the worst sin is stasis avoiding making rolls because they'd rather have stasis and see if they can find some other way around than have things get in any fashion worse. (It doesn't help that with many of the same people, the frequency of complications as an output from the system makes them feel incompetent).
 

Sentences 2 and 3 don’t make sense together.

If the world is “independent” of the PCs, then what monsters leap out is dependent on the world, not the PCs.
If the PCs go to the Valley Of Hill Giants, they’ll encounter hill giants. Whether they encounter one, three, or a dozen at a time can change.

If the go to the Valley Of Lots Of Different Monsters Of All Power Levels, I have leeway over what level of monster they encounter.

If they go to the Valley Of The Dragon, who divides its time between sleeping, tending its hoard, and soaring overhead, they may or may not get noticed by the dragon. It might be too busy sleeping, tending its hoard, or soaring over different part of its territory.

If they go to the Valley Of The Dragon Who Constantly Watches Everything And Eats All Bipeds, they’ll get eaten. Unless they’re not bipeds.
 


I'm not saying the games can't have similarities. I made no comment on how other games may or may not work. I don't see why people have to repeatedly and constantly bring narrative games into a D&D discussion without even trying to show how it could be useful for a D&D DM.
Agreed. It feels like the Narrativist fans just want to talk about how much they like their playstyle more than others. At least when I talk about Level Up I try to use it as an option to address an issue I and others see in official D&D play.
 

Are you really claiming that AW is a more advanced, "high-level" game than 5E? Because that's what this analogy sounds like you're implying.

If that is what you mean, then speaking as someone who has played both games extensively, I strongly disagree.

It's a lot more like American Football and rugby. Maybe even American Football and soccer.
 
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