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General Tabletop Discussion
*Dungeons & Dragons
1s and 20s: D&D's Narrative Mechanics
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<blockquote data-quote="Ruin Explorer" data-source="post: 9667254" data-attributes="member: 18"><p>I don't think it is a separate topic really, given how linked they are, and that player world building quality is frequently cited as a concern with narrative systems (even ones where it isn't actually present or is optional!).</p><p></p><p>Re "biased", can you explain what you mean by that? I don't think I'm particularly biased here - on the direct contrary, I have a ton of experience with so-called "narrative" systems and ones which are not labelled that way. At the risk (certainty) of arrogance, I think my view is reasonably informed. Further, I don't have a strong preference for gamism or narrativism, and simulationism has it's merits too. Certainly I play in and run games which allegedly lean in all three directions.</p><p></p><p>Also re: players not being good at it, I think it's rather straightforward that if someone never or very rarely does something they won't be good at it! Certainly my players overall got a lot better at this playing Dungeon World than they had been previously. Reluctance is two pronged iny experience. Rarely are players genuinely averse to describing their own actions unless they're also basically averse to RP. Aversity to adding to world fluffy is more common especially as fewer games support it - but even many "narrative" games don't require that.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9667254, member: 18"] I don't think it is a separate topic really, given how linked they are, and that player world building quality is frequently cited as a concern with narrative systems (even ones where it isn't actually present or is optional!). Re "biased", can you explain what you mean by that? I don't think I'm particularly biased here - on the direct contrary, I have a ton of experience with so-called "narrative" systems and ones which are not labelled that way. At the risk (certainty) of arrogance, I think my view is reasonably informed. Further, I don't have a strong preference for gamism or narrativism, and simulationism has it's merits too. Certainly I play in and run games which allegedly lean in all three directions. Also re: players not being good at it, I think it's rather straightforward that if someone never or very rarely does something they won't be good at it! Certainly my players overall got a lot better at this playing Dungeon World than they had been previously. Reluctance is two pronged iny experience. Rarely are players genuinely averse to describing their own actions unless they're also basically averse to RP. Aversity to adding to world fluffy is more common especially as fewer games support it - but even many "narrative" games don't require that. [/QUOTE]
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1s and 20s: D&D's Narrative Mechanics
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