D&D General 1s and 20s: D&D's Narrative Mechanics

All narrative mechanics do is give people the indication to change-up their improv. Change up the description of what is happening in the world in a way that is slightly different than how they otherwise would describe it.

If a game mechanic says a player is disarmed, then the narrative from the DM would normally be something along the lines of "the weapon is knocked from your hand and clatters against the stone floor at your feet." After which the player would narrate on their turn that they reach down to pick it back up (while using whatever action game mechanic is designated in the rules for picking up an object.)

But if the disarm came about because of a '1' or a '20' (depending on who was rolling the disarm mechanic)... the DM might narrate it as "the weapon is forcefully hit out of your hand and bounces a few times before falling into the firepit to your right." Now the player on their turn has to decide via their improv choices whether or not they want to reach over "into the fire" and grab their weapon. Now there's been no indication from the DM that there would be or will be a game mechanic attached to this action... the player has been given no indication whether they will be able to pick up their hot weapon without any issue, or whether the DM will charge them a small amount of "fire damage" if they do so... but in either event, the player goes through the mental process in their mind's eye of what their character might do in this scenario that ends up being different than what they would have done on a normal disarm.

And it is this change in a player's motivations and decision-making that gives roleplaying games their juice. They actually take their imaginary world into account when making choices of what they have their characters do, rather than just follow the flow-chart of game mechanics they would have if they were playing a board game.

This is no different than any use of flavor-text within the game... I mean one could say that ALL flavor-text are 'Narrative Mechanics'. A successful Strength (Intimidation) check will be described and narrated differently within the world of the characters than a successful Charisma (Intimidation) check would be, and the monster/character who had that intimidation check made against them will be narrated to behave differently because of it. And THAT reaction will cause the DM or player to have their intimidating monster/character react differently off of that reaction as well. And that back-and-forth of the improv between the two will result in two different narratives-- one if the intimidation was due to a Strength check, and the other was due to Charisma.

Narrative mechanics are nothing to be afraid of or want to avoid. They are just green flags that get waved to indicate that this is a moment where the description of what has happened in-world is potentially different than it might otherwise normally be. They certainly aren't necessary to play (as all of us have improv'd our reactions and descriptions like we always have done over the years)... but they ARE a way to give us permission to occasionally go further out-there with our description than we otherwise might.
 
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I agree that WotC's game designs are strongly gamist (to different degrees of course, and obviously there's other stuff going on too). 5.5 is definitely more Narrativist-leaning than their previous non-4e offerings though.

It does seem to me that fans of Simulation are having their preferences steadily chipped away in the larger hobby (and certainly in the larger industry), however, and I can certainly understand not wanting to take that in silence.
I'm curious why you feel 5.5 is leaning more narrativist. I fell that it's become less so, as it's more reliant on codified rules. Backgrounds, for example, are a feat and skills. Bonds, traits, flaws are gone. Rulings over rules are pretty much downplayed. Just feels like there's less room for player input (in a narrative fashion) during game play, beyond using their character abilities.
 

Better than it never happening at all.

Sure, sometimes you can do enough to take the gamble out of it.

But if that die is still in your hand and you're about to roll it, it's a gamble.

I can have 95% odds of success or 95% odds of failure or anything in between; but it seems self-evident that I have no idea whether I'll succeed or fail until I roll the die against those odds.

So yes, once it gets to rolling dice there's no point worrying about it as it's out of your hands now.

Not just dragon-people. All the ex-monsters that have become PC-playable are a nuisance, if for no other reason than now we have to invent other monsters to take their (human-ish-but-not-human) place.

I've run futuristic-themed adventures in D&D once in a while as a change of pace but have never run Barrier Peaks.

I can wrap my head around having a few human-like species and still make them unique and distinct. I know how most Dwarves process and react to the world and how it's different from how an elf would.

But have enough different species and they all just become humans in a costume. Take away the visuals and is there really any significant difference in all the various species in Star Wars? Why is it that in Star Trek every alien culture has the same values as humans unless, in most cases, there is some outdated cultural paradigm or ruling class enforcing outdated notions just waiting for enlightenment from the (almost always) white saviors.
 

I'm curious why you feel 5.5 is leaning more narrativist. I fell that it's become less so, as it's more reliant on codified rules. Backgrounds, for example, are a feat and skills. Bonds, traits, flaws are gone. Rulings over rules are pretty much downplayed. Just feels like there's less room for player input (in a narrative fashion) during game play, beyond using their character abilities.
One thing worth noting is the (apparent to me, at least) difference between narrative mechanics and narrativist play.

One just adds some flavour. The other is a near-completely different paradigm of play. I don't think adding and-or using the former makes a game become the latter.
 

One thing worth noting is the (apparent to me, at least) difference between narrative mechanics and narrativist play.

One just adds some flavour. The other is a near-completely different paradigm of play. I don't think adding and-or using the former makes a game become the latter.
Do you believe 5.5 is leaning a little more narrativist? And if so, why and how?
 



What do you think? Are 1s and 20s unofficial "narrative mechanics" in D&D (especially 5e)? Do you give those results extra weight (beyond critical hits in combat)? How does it square with how you perceive games with explicit "narrative mechanics"?
I've used them as such.

In the previous campaign, the two wizards bound a potent fire elemental into a sword. Naturally, they gave the sword to the paladin.

In a major but non-climactic fight, the paladin's player rolled three 1s in a row. This created great amusement for nearly everyone at the table, naturally. If a 1 is rolled I have a little table we check, the results being drop the weapon, damage the weapon, or leave yourself open. Relatively minor but troublesome. All three results were to drop the weapon.

Obviously, the weapon was cursed and hated the paladin. She refused to use it again. The table described how the blade would twist itself out of her hands. The party decided to give it to the low Int / Wis fighter hench on the grounds that his desires were so simple the weapon couldn't tempt him with anything. His first combat with it he scored a 20 on the second or third swing. Obviously, the spirit was defeated by being wielded by a good and earnest man.
 

I've only read a friend's copy. It really nails down rules but also has fewer consequences when bad stuff happens. And less worry about supplies. So I feel it's moving away from simulation and narrative, which is why @Micah Sweet and I are both unhappy.😂
I haven't fully examined 5.5 either (because I won't pay $150 for the privilege to do so), but in addition to your concerns about moving away from simulation, I feel the game's advice and general vibe to be leaning more Narrativist in assumed playstyle, even if the hard rules may not be. Like they want you to play a Gamist game with Narrativist sensibilities.
 
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I don't think "they" know what they want D&D to be. It's so crazy even the Rules-Lawyers have no idea what the books mean. People are actually asking what "Hidden" means? How illusions work? How two-weapon fighting works?

We never ever had these issues with BECMI. The rules were simple and if there was any question, the DM handled it eezy-peezy

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