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<blockquote data-quote="AbdulAlhazred" data-source="post: 8523609" data-attributes="member: 82106"><p>Hmmmmm, all of the above is illuminating in terms of your belief that your 'consequential narrative imperative' would generate a process of play that moves back and forth between fiction and mechanics. I don't think I'm going to try to dispute that, it certainly seems to be, at least, a hypothesis that could be tested. I'm not convinced, ala my last post about agenda in DW and the contrast with your statements about 5e, that that imperative will 'drive the car' though. That is, we're not really left with a useful definition of consequential/meaningful. Presumably this can be achieved in play, but I'm still concerned that other 5e statements about the central influence of the GM in terms of setting the rules of adjudication and the lack of any indication that players act in any capacity to direct the fiction or focus of play doesn't give me confidence in calling 5e* a 'story telling game'. I don't think your asking for consequential checks and thus consequential narration is BAD, it seems like it pushes in the direction of more focus on 'play to find out what happens' in a sense, but is it really nearly enough to bridge the gap with 'ground up' story games? </p><p></p><p>I mean, I have my doubts that my own game even bridges the gap between 4e and something like DW. I think I'm going to provide some added structure there. I've got some ideas, but they WILL tend to more heavily focus the genre and tone of the game in some respects. Honestly, I think the idea of a 'kitchen sink' kind of D&D fights against any kind of explicit technique built into the system pretty hard. You gotta get off the fence if you're going to really dance!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8523609, member: 82106"] Hmmmmm, all of the above is illuminating in terms of your belief that your 'consequential narrative imperative' would generate a process of play that moves back and forth between fiction and mechanics. I don't think I'm going to try to dispute that, it certainly seems to be, at least, a hypothesis that could be tested. I'm not convinced, ala my last post about agenda in DW and the contrast with your statements about 5e, that that imperative will 'drive the car' though. That is, we're not really left with a useful definition of consequential/meaningful. Presumably this can be achieved in play, but I'm still concerned that other 5e statements about the central influence of the GM in terms of setting the rules of adjudication and the lack of any indication that players act in any capacity to direct the fiction or focus of play doesn't give me confidence in calling 5e* a 'story telling game'. I don't think your asking for consequential checks and thus consequential narration is BAD, it seems like it pushes in the direction of more focus on 'play to find out what happens' in a sense, but is it really nearly enough to bridge the gap with 'ground up' story games? I mean, I have my doubts that my own game even bridges the gap between 4e and something like DW. I think I'm going to provide some added structure there. I've got some ideas, but they WILL tend to more heavily focus the genre and tone of the game in some respects. Honestly, I think the idea of a 'kitchen sink' kind of D&D fights against any kind of explicit technique built into the system pretty hard. You gotta get off the fence if you're going to really dance! [/QUOTE]
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