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Can we talk about best practices?
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<blockquote data-quote="Ovinomancer" data-source="post: 8340012" data-attributes="member: 16814"><p>So, firstly, [USER=53980]@Fanaelialae[/USER] is operating off of an odd definition of 'narrative games' where this means "focuses on story stuff." That's great, but it makes engagement difficult.</p><p></p><p>Secondly, eh. 5e is rather not well suited for narrative (or Story Now) style mechanical introductions. The GM centered nature -- where the GM is the sole authority over game fictions outside the characters and the expectation of prepped events/locations/plot -- makes adding mechanic expressly designed to enable players to direct what's important in the game really incoherent. Instead of mechanics, you can borrow some of the principles, though, and adapt your game so that the GM is more amenable to player wants.</p><p></p><p>Fundamentally, though, even this has trouble. The play goal of a Story Now game is for everyone at the table to find out what happens in play -- there is no story before, only now. These games structure themselves from the ground up to enable this play. And those structures do not look like 5e. 5e's core mechanic is "the GM decides," and it leans on this very heavily throughout the system. This makes it hard to introduce "the player gets a say" mechanics because they actively fight the conception of the game.</p><p></p><p>Personally, I actively play both 5e and Blades in the Dark at the moment. These games are very, very different in just about all ways. And I enjoy them each for how they are different. I wouldn't recommend trying to mix these flavors -- they don't really work well together.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8340012, member: 16814"] So, firstly, [USER=53980]@Fanaelialae[/USER] is operating off of an odd definition of 'narrative games' where this means "focuses on story stuff." That's great, but it makes engagement difficult. Secondly, eh. 5e is rather not well suited for narrative (or Story Now) style mechanical introductions. The GM centered nature -- where the GM is the sole authority over game fictions outside the characters and the expectation of prepped events/locations/plot -- makes adding mechanic expressly designed to enable players to direct what's important in the game really incoherent. Instead of mechanics, you can borrow some of the principles, though, and adapt your game so that the GM is more amenable to player wants. Fundamentally, though, even this has trouble. The play goal of a Story Now game is for everyone at the table to find out what happens in play -- there is no story before, only now. These games structure themselves from the ground up to enable this play. And those structures do not look like 5e. 5e's core mechanic is "the GM decides," and it leans on this very heavily throughout the system. This makes it hard to introduce "the player gets a say" mechanics because they actively fight the conception of the game. Personally, I actively play both 5e and Blades in the Dark at the moment. These games are very, very different in just about all ways. And I enjoy them each for how they are different. I wouldn't recommend trying to mix these flavors -- they don't really work well together. [/QUOTE]
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Can we talk about best practices?
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