Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
A Sense of Wonder in 5E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5871853" data-attributes="member: 42582"><p>I tend to see this as what "Story Now" design per se is about - about ensuring that play will deliver a worthwhile story <em>without anyone having the responsibility to push story explicitly</em>.</p><p></p><p>It's the absence of that responsibility - and so the freedom to <em>play your character</em> - that makes it an RPG, I think.</p><p></p><p>The GM is in a different category, though - the GM in BW, for example, in agreeing to and setting stakes, has to have regard to how different choices will push and pull the game in different thematic/dramatic directions.</p><p></p><p>And on a somewhat related note - I see many people who say that the 4e DMG is one of the best GMing manuals they've read. And while it's not bad, I think that the BW Adventure Burner leaves it for dead - and the Adventure Burner isn't even written for the game that I'm GMing in light of it!</p><p></p><p>I'm not going to quibble over gamist vs narrativist here. One way of analysing it might be to say that BW sets up hooks/mechanics that might be seen to play a gamist function in a traditional design, and ensures that they play a narrativist function as well/instead.</p><p></p><p>One example is its solution to the problem of "the face guy does all the talking" - by requiring advancement to depend upon a range of difficulties of checks, including sometimes near-impossible ones, it gives players an incentive not to always bring all their available dice, or all their best abilities, to bear on a situation. And it offers the assurance that, if you fail, your PC may suffer but the game will keep going (no defaulting to death/TPK as in some approaches to D&D).</p><p></p><p>These features of the mechanics and of resolution appeal to the players' gamist instincts - what risks do I have an incentive to take? - but produce Story Now as an output.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5871853, member: 42582"] I tend to see this as what "Story Now" design per se is about - about ensuring that play will deliver a worthwhile story [I]without anyone having the responsibility to push story explicitly[/I]. It's the absence of that responsibility - and so the freedom to [I]play your character[/I] - that makes it an RPG, I think. The GM is in a different category, though - the GM in BW, for example, in agreeing to and setting stakes, has to have regard to how different choices will push and pull the game in different thematic/dramatic directions. And on a somewhat related note - I see many people who say that the 4e DMG is one of the best GMing manuals they've read. And while it's not bad, I think that the BW Adventure Burner leaves it for dead - and the Adventure Burner isn't even written for the game that I'm GMing in light of it! I'm not going to quibble over gamist vs narrativist here. One way of analysing it might be to say that BW sets up hooks/mechanics that might be seen to play a gamist function in a traditional design, and ensures that they play a narrativist function as well/instead. One example is its solution to the problem of "the face guy does all the talking" - by requiring advancement to depend upon a range of difficulties of checks, including sometimes near-impossible ones, it gives players an incentive not to always bring all their available dice, or all their best abilities, to bear on a situation. And it offers the assurance that, if you fail, your PC may suffer but the game will keep going (no defaulting to death/TPK as in some approaches to D&D). These features of the mechanics and of resolution appeal to the players' gamist instincts - what risks do I have an incentive to take? - but produce Story Now as an output. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Sense of Wonder in 5E
Top