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<blockquote data-quote="Mannahnin" data-source="post: 8171224" data-attributes="member: 7026594"><p>In a sense.</p><p></p><p>But there's a big play style difference between games (often referred to as "Storygames") designed as a collaborative "we build a story together" experience, and games where we play a game of discovery and exploration in a secondary world, and then rationalize the events into a story after the fact. <s>PbtA games and so forth</s> some games have explicit mechanics for controlling the narrative and manipulating scenes and so forth. D&D is not designed that way.</p><p></p><p>Certainly it sounds to me like your group plays in a more collaborative storytelling mode (players inventing fallen kingdoms and so forth for dramatic effect; that sounded like a cool scene. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) than I'm accustomed to, or than the DMG (any of them, of any edition) tells us is how this game works.</p><p></p><p>D&D can certainly be changed from a game where the players interact with a world defined and described by one single designated arbiter/author player, but that is a pretty significant change.</p><p></p><p>The play experience of...</p><p></p><p><em> Player: "Is this barrel big enough for me to hide behind?" DM (knowing it's a beer barrel, and that there's a zombie hidden in it): "Yep!" </em></p><p></p><p>is very different from the play experience of...</p><p></p><p><em>Player A: "Is this barrel big enough for me to hide behind?" Player B: "I think it should be; barrels are bigger than people, right?" Player C: "Not always; this is a brandy distillery, right? Isn't brandy usually sold in little casks, rather than big barrels or tuns like beer or wine?" Player B: "Well sure, it's SOLD that way, but I imagine that in the distillery they keep it in bigger casks." Player D: "I was picturing cracker barrels, personally. Do we know this is a distillery? Heck; I must have missed something. Well, ok, to save time let's just take a vote and move on, all right?"</em></p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8171224, member: 7026594"] In a sense. But there's a big play style difference between games (often referred to as "Storygames") designed as a collaborative "we build a story together" experience, and games where we play a game of discovery and exploration in a secondary world, and then rationalize the events into a story after the fact. [S]PbtA games and so forth[/S] some games have explicit mechanics for controlling the narrative and manipulating scenes and so forth. D&D is not designed that way. Certainly it sounds to me like your group plays in a more collaborative storytelling mode (players inventing fallen kingdoms and so forth for dramatic effect; that sounded like a cool scene. :) ) than I'm accustomed to, or than the DMG (any of them, of any edition) tells us is how this game works. D&D can certainly be changed from a game where the players interact with a world defined and described by one single designated arbiter/author player, but that is a pretty significant change. The play experience of... [I] Player: "Is this barrel big enough for me to hide behind?" DM (knowing it's a beer barrel, and that there's a zombie hidden in it): "Yep!" [/I] is very different from the play experience of... [I]Player A: "Is this barrel big enough for me to hide behind?" Player B: "I think it should be; barrels are bigger than people, right?" Player C: "Not always; this is a brandy distillery, right? Isn't brandy usually sold in little casks, rather than big barrels or tuns like beer or wine?" Player B: "Well sure, it's SOLD that way, but I imagine that in the distillery they keep it in bigger casks." Player D: "I was picturing cracker barrels, personally. Do we know this is a distillery? Heck; I must have missed something. Well, ok, to save time let's just take a vote and move on, all right?"[/I] [/QUOTE]
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