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<blockquote data-quote="clearstream" data-source="post: 8505377" data-attributes="member: 71699"><p>I want advocate an interpretation of 5e. Let's call the game played this way 5e*. To be playing 5e* a DM must ensure that "<em>narrate</em>" (<strong>PHB 6</strong> How to Play) means "<em>say something meaningful</em>". When it comes to ability checks they must prefer the plain rule about meaningful consequences (<strong>DMG 237</strong> Using Ability Scores). When it comes to combat, they must narrate results in ways that are meaningful. They're expected to use their power as an author of fiction to achieve that.</p><p></p><p><strong>DM</strong> <em>"Your blade barely scratches the orc. She winds her horn!</em>"</p><p></p><p>DM says when game mechanics are engaged. DM sets up the scene - gets things rolling - and players say what their characters think, do and say (PHB 185 Roleplaying). DM says roll, or narrates what happens next. DM might turn it back on player. 5e* tells players that they can respond to what DM narrates, as if it matters (because it does.)</p><p></p><p><strong>DM </strong>"<em>That off-duty guard is the one you befriended earlier, do you let her spot you or just sneak on by?</em>"</p><p></p><p>5e* is a fully consistent game system. You play 5e* with the same rules as you play 5e. It's 100% RAI from RAW. None of the words are changed: only the interpretation of that one word - "<em>narrate</em>". It's always been on DM to make the game meaningful... make results matter: say something meaningful.</p><p></p><p>One impulse you might have to fight playing this way is to roll where there is uncertainty, even where it doesn't matter. Fight that impulse. If it doesn't matter, then if it's possible say "yes". If it's impossible - clarify. Only say "<em>roll</em>" when there are meaningful consequences.</p><p></p><p>It might be unclear what "<em>meaningful</em>" means. I think the term should be left vague. It's what each group agrees on. I can say that it should mean something like "<em>matters</em>." In RPG, G is predefined and constrained. G can only go so far. RP is alive and limitless. Say something that follows from what players said, that matters to your shared fiction. Start and end with that fiction. The basic pattern (How to Play) is F > G > F. But 5e leaves it to you - the DM - to judge what follows, and what's meaningful.</p><p></p><p>You might hit points where your preestablished fiction (your NPCs and plots, your maps) doesn't do the work needed. Make up something meaningful that follows. Change stuff on the fly. The Middle Way is not the lukewarm way. It's the way of Ignoring the Dice when players get creative, and Rolling With It when you need "<em>to improvise and react to a changing situation</em>".</p><p></p><p>5e* isn't novel. Many are already playing something like it. If it makes a contribution, it might be that one word - "<em>narrates</em>". Don't say something meaningless.</p><p></p><p>[EDITED Based on thread.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8505377, member: 71699"] I want advocate an interpretation of 5e. Let's call the game played this way 5e*. To be playing 5e* a DM must ensure that "[I]narrate[/I]" ([B]PHB 6[/B] How to Play) means "[I]say something meaningful[/I]". When it comes to ability checks they must prefer the plain rule about meaningful consequences ([B]DMG 237[/B] Using Ability Scores). When it comes to combat, they must narrate results in ways that are meaningful. They're expected to use their power as an author of fiction to achieve that. [B]DM[/B] [I]"Your blade barely scratches the orc. She winds her horn![/I]" DM says when game mechanics are engaged. DM sets up the scene - gets things rolling - and players say what their characters think, do and say (PHB 185 Roleplaying). DM says roll, or narrates what happens next. DM might turn it back on player. 5e* tells players that they can respond to what DM narrates, as if it matters (because it does.) [B]DM [/B]"[I]That off-duty guard is the one you befriended earlier, do you let her spot you or just sneak on by?[/I]" 5e* is a fully consistent game system. You play 5e* with the same rules as you play 5e. It's 100% RAI from RAW. None of the words are changed: only the interpretation of that one word - "[I]narrate[/I]". It's always been on DM to make the game meaningful... make results matter: say something meaningful. One impulse you might have to fight playing this way is to roll where there is uncertainty, even where it doesn't matter. Fight that impulse. If it doesn't matter, then if it's possible say "yes". If it's impossible - clarify. Only say "[I]roll[/I]" when there are meaningful consequences. It might be unclear what "[I]meaningful[/I]" means. I think the term should be left vague. It's what each group agrees on. I can say that it should mean something like "[I]matters[/I]." In RPG, G is predefined and constrained. G can only go so far. RP is alive and limitless. Say something that follows from what players said, that matters to your shared fiction. Start and end with that fiction. The basic pattern (How to Play) is F > G > F. But 5e leaves it to you - the DM - to judge what follows, and what's meaningful. You might hit points where your preestablished fiction (your NPCs and plots, your maps) doesn't do the work needed. Make up something meaningful that follows. Change stuff on the fly. The Middle Way is not the lukewarm way. It's the way of Ignoring the Dice when players get creative, and Rolling With It when you need "[I]to improvise and react to a changing situation[/I]". 5e* isn't novel. Many are already playing something like it. If it makes a contribution, it might be that one word - "[I]narrates[/I]". Don't say something meaningless. [EDITED Based on thread.] [/QUOTE]
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