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<blockquote data-quote="wedgeski" data-source="post: 9254229" data-attributes="member: 16212"><p>I mean, I probably could, some of the time. When you describe zigging instead of zagging, or a pushover boss fight, you're describing a series of events, not a story (well, not necessarily a good one).</p><p></p><p>I run primarily narrative mystery-box campaigns, and I can still have those moments. Remember that time the warlock's rope snapped when he was trying to climb out of the pit of intellect devourers? Remember that time the paladin was almost killed by failing six saving throws in a row, then turned around one-shotted the thing with a smite crit? But I also get to ask: Remember when the warlock faced shadow versions of herself and rebuked her patron? Remember when the rogue realised the reason people kept recognising him was because he'd been cloned? Remember when the sorcerer realised his familiar was the drake they'd been hunting all this time?</p><p></p><p>I'm not saying those things can't happen in emergent gameplay. There are better DM's out there than me that seem capable of anything. But personally, I love the thrill of a mystery coming together, that look a player gives me when they realise what's going on. And my players, at least, seem to love that as well. They're mostly newer players, they had no idea that D&D/roleplaying could give them that.</p><p></p><p>Narrative drive is possible while still giving the players hefty freedoms to go where they want and do what they like. The "story" isn't designed in advance. The story is what they do with that info, what choices their character makes. The sorcerer ended up wanting to merge with his familiar and become a half-dragon. I didn't see that coming, I'll tell you that.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 9254229, member: 16212"] I mean, I probably could, some of the time. When you describe zigging instead of zagging, or a pushover boss fight, you're describing a series of events, not a story (well, not necessarily a good one). I run primarily narrative mystery-box campaigns, and I can still have those moments. Remember that time the warlock's rope snapped when he was trying to climb out of the pit of intellect devourers? Remember that time the paladin was almost killed by failing six saving throws in a row, then turned around one-shotted the thing with a smite crit? But I also get to ask: Remember when the warlock faced shadow versions of herself and rebuked her patron? Remember when the rogue realised the reason people kept recognising him was because he'd been cloned? Remember when the sorcerer realised his familiar was the drake they'd been hunting all this time? I'm not saying those things can't happen in emergent gameplay. There are better DM's out there than me that seem capable of anything. But personally, I love the thrill of a mystery coming together, that look a player gives me when they realise what's going on. And my players, at least, seem to love that as well. They're mostly newer players, they had no idea that D&D/roleplaying could give them that. Narrative drive is possible while still giving the players hefty freedoms to go where they want and do what they like. The "story" isn't designed in advance. The story is what they do with that info, what choices their character makes. The sorcerer ended up wanting to merge with his familiar and become a half-dragon. I didn't see that coming, I'll tell you that. [/QUOTE]
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