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<blockquote data-quote="Umbran" data-source="post: 8019727" data-attributes="member: 177"><p>I think this is a really major set of points here. We can unpack them a little bit, to see a bit more...</p><p></p><p>(a) The player having a sufficient grasp of the imaginary situation.</p><p style="margin-left: 20px">Has the GM given sufficient description of that situation?</p> <p style="margin-left: 20px">Does the player have any narrative control such that they can <em>make</em> a situation happen if the GM has given a blank slate? </p><p></p><p>(b) the DM agreeing that such an option is something the character is able to attempt</p><p style="margin-left: 20px">Does the system work on "Yes, and..." principles?</p><p></p><p>(c) The DM not deciding that it is going to require something with which the character has no aptitude</p><p style="margin-left: 20px">See previous not about narrative control.</p> <p style="margin-left: 20px">How precise are skill definitions in the system?</p> <p style="margin-left: 20px">What kind of resources does the player have to spend to cover gaps?</p><p></p><p>D&D kind of flops on all of these. Games that allow players more narrative control, and/or have resources players can spend in a fairly broad manner will do better at this.</p><p></p><p>In Fate, a character can almost always find a way to at least create an advantage for someone - and this is the normal mode for addressing Big Bad Threats - rather than plink away with a bunch of small independent efforts that might hit or miss, like in D&D, you cooperate to create a great many advantages, and stack them up on one cinematic successful blow. Cortex+ has some similar mechanics for handing reliable and useful bennies to other players. Moves in Apocalypse World games have very broad definitions - so long as you can make a description within the bounds, an action has a chance.</p><p></p><p>Swords of the Serpentine has points a character can spend to assist cinematic actions in a way the player can expect will have impact, when in D&D, the player would have no expectation of success - I played in a game where the party was fighting a naga-like creature. It was devastating us. I would up in a situation where I looped a rope around its neck, and jumped out a window while holding the rope - there's no clear rule for this sort of nonsense in D&D.</p><p></p><p>There are things you can do with D&D to move it in this direction - allow characters to add proficiency bonus based on the action being within their general class shtick, or within their background, to cover when the character doesn't have skill - or just give everybody more skills! Allow characters to build up more than one Inspiration at a time, and spend them when they need them to try something risky.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8019727, member: 177"] I think this is a really major set of points here. We can unpack them a little bit, to see a bit more... (a) The player having a sufficient grasp of the imaginary situation. [INDENT]Has the GM given sufficient description of that situation?[/INDENT] [INDENT]Does the player have any narrative control such that they can [I]make[/I] a situation happen if the GM has given a blank slate? [/INDENT] (b) the DM agreeing that such an option is something the character is able to attempt [INDENT]Does the system work on "Yes, and..." principles?[/INDENT] (c) The DM not deciding that it is going to require something with which the character has no aptitude [INDENT]See previous not about narrative control.[/INDENT] [INDENT]How precise are skill definitions in the system?[/INDENT] [INDENT]What kind of resources does the player have to spend to cover gaps?[/INDENT] D&D kind of flops on all of these. Games that allow players more narrative control, and/or have resources players can spend in a fairly broad manner will do better at this. In Fate, a character can almost always find a way to at least create an advantage for someone - and this is the normal mode for addressing Big Bad Threats - rather than plink away with a bunch of small independent efforts that might hit or miss, like in D&D, you cooperate to create a great many advantages, and stack them up on one cinematic successful blow. Cortex+ has some similar mechanics for handing reliable and useful bennies to other players. Moves in Apocalypse World games have very broad definitions - so long as you can make a description within the bounds, an action has a chance. Swords of the Serpentine has points a character can spend to assist cinematic actions in a way the player can expect will have impact, when in D&D, the player would have no expectation of success - I played in a game where the party was fighting a naga-like creature. It was devastating us. I would up in a situation where I looped a rope around its neck, and jumped out a window while holding the rope - there's no clear rule for this sort of nonsense in D&D. There are things you can do with D&D to move it in this direction - allow characters to add proficiency bonus based on the action being within their general class shtick, or within their background, to cover when the character doesn't have skill - or just give everybody more skills! Allow characters to build up more than one Inspiration at a time, and spend them when they need them to try something risky. [/QUOTE]
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