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Can we talk about best practices?
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<blockquote data-quote="Ovinomancer" data-source="post: 8339185" data-attributes="member: 16814"><p>This clunks hard within the normal framework of 5e. In fact, as a fan of narrative games, this system causes more harm that good. </p><p></p><p>Specifically, what this system does is give very powerful fictional authoring tools to players in a situation where the GM is expected to have prepared materials to play. As such, the changes the players introduce are disruptive to the rest of the play of the game -- they do not compliment the GM's prepared material, they force the GM to alter it, and quite likely a lot of it, at the drop of a hat. Unless the GM is already winging it, of course, which is fine, but it's odd that an optional rule is presented as if it applies equally to all games.</p><p></p><p>This, honestly, gives narrative games a poor name if this is the only exposure people have to the concept, largely because it's so disruptive. I'm a fan of narrative games, and I'm also taking the caveat in the rulebook and never, ever using this system in my games. I have other options I can exercise to do a better job enabling narrativism.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8339185, member: 16814"] This clunks hard within the normal framework of 5e. In fact, as a fan of narrative games, this system causes more harm that good. Specifically, what this system does is give very powerful fictional authoring tools to players in a situation where the GM is expected to have prepared materials to play. As such, the changes the players introduce are disruptive to the rest of the play of the game -- they do not compliment the GM's prepared material, they force the GM to alter it, and quite likely a lot of it, at the drop of a hat. Unless the GM is already winging it, of course, which is fine, but it's odd that an optional rule is presented as if it applies equally to all games. This, honestly, gives narrative games a poor name if this is the only exposure people have to the concept, largely because it's so disruptive. I'm a fan of narrative games, and I'm also taking the caveat in the rulebook and never, ever using this system in my games. I have other options I can exercise to do a better job enabling narrativism. [/QUOTE]
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