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General Tabletop Discussion
*Dungeons & Dragons
A Sense of Wonder in 5E
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<blockquote data-quote="Crazy Jerome" data-source="post: 5871974" data-attributes="member: 54877"><p>I agree with that. It is more or less what I was aiming for above. I don't pretend to be inside Luke Crane's head (which could be unpleasant <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />), but he has said explicitly that BW is traditional, not Forge Narrative. I take his explanation for that statement to correspond to what you said above. I read Forge dogma on Story Now to say that if you don't make Story Now the primary creative agenda, you don't get "story now". </p><p> </p><p>Whereas BW tells the players and GM to (mostly) unleash their inner power-gamers and push the mechanics hard (albeit only with the limits of the fiction). The harder they push, the more and better "narrative" they get. Both elements (well-written beliefs and hard, gamist push) must be present for BW to work at its best. That's actually the hardest part of BW for me--finding a time when the group has the necessary energy to push it that hard for a whole session, with our sessions so long. </p><p> </p><p>BW delivers little "n", normal "narrative" in spades. I'm not sure it really hits Story Now according to the technical definition of the term. (I'd say it hits the practical definition of what Story Now ought to be, but that's another discussion.)</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5871974, member: 54877"] I agree with that. It is more or less what I was aiming for above. I don't pretend to be inside Luke Crane's head (which could be unpleasant :p), but he has said explicitly that BW is traditional, not Forge Narrative. I take his explanation for that statement to correspond to what you said above. I read Forge dogma on Story Now to say that if you don't make Story Now the primary creative agenda, you don't get "story now". Whereas BW tells the players and GM to (mostly) unleash their inner power-gamers and push the mechanics hard (albeit only with the limits of the fiction). The harder they push, the more and better "narrative" they get. Both elements (well-written beliefs and hard, gamist push) must be present for BW to work at its best. That's actually the hardest part of BW for me--finding a time when the group has the necessary energy to push it that hard for a whole session, with our sessions so long. BW delivers little "n", normal "narrative" in spades. I'm not sure it really hits Story Now according to the technical definition of the term. (I'd say it hits the practical definition of what Story Now ought to be, but that's another discussion.) [/QUOTE]
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