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General Tabletop Discussion
*Dungeons & Dragons
Adding a "narrative mechanic" to 5E
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<blockquote data-quote="Umbran" data-source="post: 8060105" data-attributes="member: 177"><p>This happened to come up in another thread, and perhaps my thought there bears repeating here:</p><p></p><p>Adding unintended consequences has significant impact on creature, encounter, and adventure design that are not currently accounted for in D&D.</p><p></p><p>Systems that have such consequence mechanics (Fate, Cortex+, and others) depend upon such consequences to drive action, and add content to the game. They are, in fact, part of the assumption of the design of adventures and the action economy. The GM often can run such games with the barest of outlines, knowing a great deal of the actual content is going to be created as a result of the mechanics in play.</p><p></p><p>They are <em>not</em> part of the design in D&D. The monsters, encounters, and adventures are typically designed with the expectation that the content that's in play is pretty much all on the page. The monsters have many powers and different actions, we put lots of dynamic elements on the maps, and so on, to make sure everything is interesting.</p><p></p><p>And in typical D&D you roll dice a lot, even for minor things. That means you are apt to generate a lot of consequences. A lot of consequences on top of a very busy adventure may become hectic, or incoherent in its narrative, and have things turn into a kind of comedy of errors.</p><p></p><p>If you add consequences, you may find you need to pare back adventure design, to a more "Orc and Pie" simplicity and allow complexity to come out of complications..</p></blockquote><p></p>
[QUOTE="Umbran, post: 8060105, member: 177"] This happened to come up in another thread, and perhaps my thought there bears repeating here: Adding unintended consequences has significant impact on creature, encounter, and adventure design that are not currently accounted for in D&D. Systems that have such consequence mechanics (Fate, Cortex+, and others) depend upon such consequences to drive action, and add content to the game. They are, in fact, part of the assumption of the design of adventures and the action economy. The GM often can run such games with the barest of outlines, knowing a great deal of the actual content is going to be created as a result of the mechanics in play. They are [I]not[/I] part of the design in D&D. The monsters, encounters, and adventures are typically designed with the expectation that the content that's in play is pretty much all on the page. The monsters have many powers and different actions, we put lots of dynamic elements on the maps, and so on, to make sure everything is interesting. And in typical D&D you roll dice a lot, even for minor things. That means you are apt to generate a lot of consequences. A lot of consequences on top of a very busy adventure may become hectic, or incoherent in its narrative, and have things turn into a kind of comedy of errors. If you add consequences, you may find you need to pare back adventure design, to a more "Orc and Pie" simplicity and allow complexity to come out of complications.. [/QUOTE]
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Adding a "narrative mechanic" to 5E
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