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Adding Narrative Mechanics to D&D 5e (Without Too Much Crunch)
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<blockquote data-quote="Ovinomancer" data-source="post: 8337862" data-attributes="member: 16814"><p>Sorry, but this is less codified that FATE? Seems to have way more moving parts and fiddly bits.</p><p></p><p>To me, the real issue here is that Inspiration is a weak mechanic, offering a weak reward, so as a motivating bit, it's very easy to ignore. You've upped that by making it the currency to compel NPCs, which is interesting, but then immediately discard this use by placing this use as requiring GM approval. If the GM is using this system, and presenting it as player facing, then leaving the results up to the GM both for taking the NPC compel and also how the compel works out is defanging anything useful you've done. Rather, this whole thing reads as a complicated way to ask the GM what the GM wants to do anyway. Narrative games work because they put teeth in the mechanics -- they can't just be ignored, they must be honored. This takes the usual "the GM says what happens" and dresses it up in some complicated costume, but doesn't change anything about how the system works.</p><p></p><p>Note, I'm using compel in the FATE sense of forcing a change in behavior, not in the distinction you've used above, which I don't really understand. The way I see getting to your use is that the player has already offered Inspiration and flagged a BIFT, but the GM has refused it, so the player tries really hard, offers it again, gives something up, and has to make a skill check (mediated by the GM), and the GM can still just refuse it. No teeth.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8337862, member: 16814"] Sorry, but this is less codified that FATE? Seems to have way more moving parts and fiddly bits. To me, the real issue here is that Inspiration is a weak mechanic, offering a weak reward, so as a motivating bit, it's very easy to ignore. You've upped that by making it the currency to compel NPCs, which is interesting, but then immediately discard this use by placing this use as requiring GM approval. If the GM is using this system, and presenting it as player facing, then leaving the results up to the GM both for taking the NPC compel and also how the compel works out is defanging anything useful you've done. Rather, this whole thing reads as a complicated way to ask the GM what the GM wants to do anyway. Narrative games work because they put teeth in the mechanics -- they can't just be ignored, they must be honored. This takes the usual "the GM says what happens" and dresses it up in some complicated costume, but doesn't change anything about how the system works. Note, I'm using compel in the FATE sense of forcing a change in behavior, not in the distinction you've used above, which I don't really understand. The way I see getting to your use is that the player has already offered Inspiration and flagged a BIFT, but the GM has refused it, so the player tries really hard, offers it again, gives something up, and has to make a skill check (mediated by the GM), and the GM can still just refuse it. No teeth. [/QUOTE]
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Adding Narrative Mechanics to D&D 5e (Without Too Much Crunch)
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