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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7571907" data-attributes="member: 6785785"><p>I think this shift is happening. It appears to be a slow process, but I think that’s the way things are moving. We see that in 5E with things like Bonds and Flaws and the Inspiration mechanic. This is a small move toward more narrative techniques, but it’s there. </p><p></p><p>And I think that the hackability of 5E lends itself to other modifications that are more narratively based. It’d be pretty easy to come up with a rule for gear in 5E that’s similar to how Dungeon World or Blades in the Dark handles gear. </p><p></p><p>I think that when we talk about mainstream RPGs, D&D is the big one, and I don’t think we’ll see significant changes to their tules for a while. But I do think that the way they’ve designed the game and their support structure for it does lend itself to a shift in techniques and styles. And that’s generally a good thing for the industry. Those ideas that are pushing the accepted methods will therefore reach more people, and with time they won’t seem so radical as much as they’ll seem like just another way of doing things.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7571907, member: 6785785"] I think this shift is happening. It appears to be a slow process, but I think that’s the way things are moving. We see that in 5E with things like Bonds and Flaws and the Inspiration mechanic. This is a small move toward more narrative techniques, but it’s there. And I think that the hackability of 5E lends itself to other modifications that are more narratively based. It’d be pretty easy to come up with a rule for gear in 5E that’s similar to how Dungeon World or Blades in the Dark handles gear. I think that when we talk about mainstream RPGs, D&D is the big one, and I don’t think we’ll see significant changes to their tules for a while. But I do think that the way they’ve designed the game and their support structure for it does lend itself to a shift in techniques and styles. And that’s generally a good thing for the industry. Those ideas that are pushing the accepted methods will therefore reach more people, and with time they won’t seem so radical as much as they’ll seem like just another way of doing things. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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