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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e and reality
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<blockquote data-quote="Hussar" data-source="post: 5325222" data-attributes="member: 22779"><p>Backing up a little about the idea of the Monopoly RPG. Now, 100% agreed that Monopoly is not an RPG as written. No one will disagree with that I think. But, can it be one with a minimum of fuss? IMO, yes.</p><p></p><p>The problem with the lines in the picture above is that they ignore one fundamental fact - the dice in the game drive the narrative, not the other way around. This is something that gets skipped over many times when we're talking about this sort of thing. The effect has to be resolved first, before the narrative is applied, otherwise we might as well free-form.</p><p></p><p>The dice in Monopoly dictate that you will move X squares every turn. Thus, your narrative has to justify this move, not the other way around. It's no different than the player has to narrate a hit or a miss AFTER the attack, not before. A player cannot say, "I cleave him in twain" roll the dice and miss. </p><p></p><p>Well, he can, but, now the narrative is totally divorced from the events in the game.</p><p></p><p>So, in Monopoly, if we want to play it as an RPG, the player has to accept that every turn, he will move and then take the direction of his or her role play from that move. He lands on his own property and has a good night's sleep. He rolls three doubles and get's caught in a hotel room with hookers and blow. Rolls a double on the next turn and his lawyer gets him off without so much as a warning.</p><p></p><p>Narrative has to come after results are known, not before.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5325222, member: 22779"] Backing up a little about the idea of the Monopoly RPG. Now, 100% agreed that Monopoly is not an RPG as written. No one will disagree with that I think. But, can it be one with a minimum of fuss? IMO, yes. The problem with the lines in the picture above is that they ignore one fundamental fact - the dice in the game drive the narrative, not the other way around. This is something that gets skipped over many times when we're talking about this sort of thing. The effect has to be resolved first, before the narrative is applied, otherwise we might as well free-form. The dice in Monopoly dictate that you will move X squares every turn. Thus, your narrative has to justify this move, not the other way around. It's no different than the player has to narrate a hit or a miss AFTER the attack, not before. A player cannot say, "I cleave him in twain" roll the dice and miss. Well, he can, but, now the narrative is totally divorced from the events in the game. So, in Monopoly, if we want to play it as an RPG, the player has to accept that every turn, he will move and then take the direction of his or her role play from that move. He lands on his own property and has a good night's sleep. He rolls three doubles and get's caught in a hotel room with hookers and blow. Rolls a double on the next turn and his lawyer gets him off without so much as a warning. Narrative has to come after results are known, not before. [/QUOTE]
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