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<blockquote data-quote="robconley" data-source="post: 8166567" data-attributes="member: 5636"><p>We not talking software but people. People do the actualizing not the mechanics. When mechanics are used it because people chose to use them as the way to actualize the principle. But is not necessary or a requirement but a preference.</p><p></p><p>Well I would suggest you write out to yourself how you run narrative games in a manner that relatively systemless. Then whenever you use a system don't use what fits, alter what needed and go from there.</p><p></p><p>This is speaking from the experience of dragging the same setting, Majestic Wilderlands, through a dozen system over 40 years. A hopefully more accessible example is Adventures in Middle Earth versus 5e. AiME successfully adapt 5e into a Middle Earth roleplaying by jettisoning most of the lists and creating new elements for their lists (class, creatures, cultures, items, etc). Adapting an existing mechanics (feats) into something different (virtues) but better suited for a ME mechanics. Finally adding new subsystems (Audiences, Shadow, etc) fill in things that needed to be addressed in a ME campaign but wasn't in 5e.</p><p></p><p>The same with how you run narrative. List out all that you do without reference to a system. Then evaluate the new system in that light. Jettison what doesn't fit like Wizards, Spells, and Cleric for AiME, kept what does, add what missing and keep it consistent with the bases system like AiME's Journey, Audience, and Shadow rules. </p><p></p><p>There is no reason you can't use adapt the D&D mechanics to the structure that Blades in the Dark as long as you understand how D&D works and what it means to use that but not this. For example many people consider the encounter balance guidelines as part of the rules. They are not. However they were use extensively in D&D 4e organized play and the published modules. But one could, as I did, ignore them completely and run a D&D 4e campaign like one did for GURPS or AD&D. Like I did with my Majestic Wilderlands.</p></blockquote><p></p>
[QUOTE="robconley, post: 8166567, member: 5636"] We not talking software but people. People do the actualizing not the mechanics. When mechanics are used it because people chose to use them as the way to actualize the principle. But is not necessary or a requirement but a preference. Well I would suggest you write out to yourself how you run narrative games in a manner that relatively systemless. Then whenever you use a system don't use what fits, alter what needed and go from there. This is speaking from the experience of dragging the same setting, Majestic Wilderlands, through a dozen system over 40 years. A hopefully more accessible example is Adventures in Middle Earth versus 5e. AiME successfully adapt 5e into a Middle Earth roleplaying by jettisoning most of the lists and creating new elements for their lists (class, creatures, cultures, items, etc). Adapting an existing mechanics (feats) into something different (virtues) but better suited for a ME mechanics. Finally adding new subsystems (Audiences, Shadow, etc) fill in things that needed to be addressed in a ME campaign but wasn't in 5e. The same with how you run narrative. List out all that you do without reference to a system. Then evaluate the new system in that light. Jettison what doesn't fit like Wizards, Spells, and Cleric for AiME, kept what does, add what missing and keep it consistent with the bases system like AiME's Journey, Audience, and Shadow rules. There is no reason you can't use adapt the D&D mechanics to the structure that Blades in the Dark as long as you understand how D&D works and what it means to use that but not this. For example many people consider the encounter balance guidelines as part of the rules. They are not. However they were use extensively in D&D 4e organized play and the published modules. But one could, as I did, ignore them completely and run a D&D 4e campaign like one did for GURPS or AD&D. Like I did with my Majestic Wilderlands. [/QUOTE]
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