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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: 8340330" data-attributes="member: 16814"><p>This is actually kinda close to how the DMG says to use BIFTs in social encounters, but with a bit more oomph. It also reminds me of how I tried similar things in my D&D games, and they also fell flat. What's interesting is that I've run Blades in the Dark with the same group and they dove in headfirst and really pushed on things. But, in D&D, it was back to the old standbys and not using any newly introduced mechanics.</p><p></p><p>After thinking on it awhile, I've come to the conclusion that trying to introduce actual narrativist mechanics into 5e is trying to mix oil and water. 5e is so non-narrativist it's painful, with the core mechanic of "the GM decides." This means any use of a narrativist mechanic feels, at best, out of place and can never really have any teeth the way they do in other games. I don't think it's worth the effort, and I haven't really heard of a good example of it working -- most attempts are really just a bit more improv at the table with the GM still in the drivers seat confused for narrativist gameplay. Instead, I'm now focused more on leaning into 5e and getting the most from the system as it's built rather than trying to drift it in directions it actively fights against.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8340330, member: 16814"] This is actually kinda close to how the DMG says to use BIFTs in social encounters, but with a bit more oomph. It also reminds me of how I tried similar things in my D&D games, and they also fell flat. What's interesting is that I've run Blades in the Dark with the same group and they dove in headfirst and really pushed on things. But, in D&D, it was back to the old standbys and not using any newly introduced mechanics. After thinking on it awhile, I've come to the conclusion that trying to introduce actual narrativist mechanics into 5e is trying to mix oil and water. 5e is so non-narrativist it's painful, with the core mechanic of "the GM decides." This means any use of a narrativist mechanic feels, at best, out of place and can never really have any teeth the way they do in other games. I don't think it's worth the effort, and I haven't really heard of a good example of it working -- most attempts are really just a bit more improv at the table with the GM still in the drivers seat confused for narrativist gameplay. Instead, I'm now focused more on leaning into 5e and getting the most from the system as it's built rather than trying to drift it in directions it actively fights against. [/QUOTE]
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Adding Narrative Mechanics to D&D 5e (Without Too Much Crunch)
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