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Experiment: DnD 5e meets Dungeonworld
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<blockquote data-quote="MagicSN" data-source="post: 7094819" data-attributes="member: 6784745"><p>Not leading the players along a "red line" and develop the game around the character's action is exactly the core of what I would say is in this "experiment". Nothing else we are doing ;-) Everything else is details.</p><p></p><p></p><p></p><p>I assume you mean the "bonds with each other stuff"? The game comes more "alive" with this in action. The whole world goes more alive, if you do not always wonder "why am I hanging out with this person at all" about the other character. If your character has a REASON or even a common backstory (and in this system the backstory actually MATTERS and is not something which never plays a role) the world feels even more alive.</p><p></p><p></p><p></p><p>No need to remove them ;-) Though due to the fact that many challenges can be solved without combat with this "system" you will have less battle encounters. But basically all influenced by the character's actions. If they want more battles they can get them, by acting in a way which gives more battles.</p><p></p><p>It also depends on what the players expect from play. On our table everyone wants to play his/her character. Nobody is interested in playing a "bag of numbers". The "bag of numbers" issue is why we moved from 4e to 5e ^^ Sure some people do the RP part more "aggressively" than others, but at least at our table everyone wants to do this to some extent. We even had some new players since this new "system", people who never played RPG-Games before, and it worked out for them as well.</p><p></p><p></p><p></p><p>I don't think XP incentives is the right way. Actually if I would suggest something around XP on our table all players without exception would</p><p>protest vs. "this outdated bookkeeping" (we just make the levelup based on the story, certain points in the story which usually coincide with a number of "plays"). We have some players who will protest vs. any sort of "extended bookkeeping". Up to a point where they prefer having less goldcoins than other characters to having to bookkeep how many goldcoins they have (yes, that one I also find a bit silly... myselves I always keep down how many goldcoins I have ^^).</p><p></p><p>What most of our GMs are doing though is if there is a magic item reward, it is usually something tied into the character's backstory and interests (our outcast Paladin got an Armor +1 of his old Paladin order, the young rogue who was the result of magic experiments which left her with scaly skin got an item with which she could cast "Alter Self" to be able to pass herselves off as a normal girl again, the Barbarian in the Thule campaign got his huge iron axe (in Thule iron is next to non-existing, including magic boni), the transformation wizard got a "special" Alchemist stone (heart of the ice paraelemental the group beat, with this stone she now can transform herselves into an ice paraelemental for a short time).</p><p></p><p></p><p></p><p>Yes, expect you do not get results immediately... but from every play people will "get it" how this story-based play works better.</p></blockquote><p></p>
[QUOTE="MagicSN, post: 7094819, member: 6784745"] Not leading the players along a "red line" and develop the game around the character's action is exactly the core of what I would say is in this "experiment". Nothing else we are doing ;-) Everything else is details. I assume you mean the "bonds with each other stuff"? The game comes more "alive" with this in action. The whole world goes more alive, if you do not always wonder "why am I hanging out with this person at all" about the other character. If your character has a REASON or even a common backstory (and in this system the backstory actually MATTERS and is not something which never plays a role) the world feels even more alive. No need to remove them ;-) Though due to the fact that many challenges can be solved without combat with this "system" you will have less battle encounters. But basically all influenced by the character's actions. If they want more battles they can get them, by acting in a way which gives more battles. It also depends on what the players expect from play. On our table everyone wants to play his/her character. Nobody is interested in playing a "bag of numbers". The "bag of numbers" issue is why we moved from 4e to 5e ^^ Sure some people do the RP part more "aggressively" than others, but at least at our table everyone wants to do this to some extent. We even had some new players since this new "system", people who never played RPG-Games before, and it worked out for them as well. I don't think XP incentives is the right way. Actually if I would suggest something around XP on our table all players without exception would protest vs. "this outdated bookkeeping" (we just make the levelup based on the story, certain points in the story which usually coincide with a number of "plays"). We have some players who will protest vs. any sort of "extended bookkeeping". Up to a point where they prefer having less goldcoins than other characters to having to bookkeep how many goldcoins they have (yes, that one I also find a bit silly... myselves I always keep down how many goldcoins I have ^^). What most of our GMs are doing though is if there is a magic item reward, it is usually something tied into the character's backstory and interests (our outcast Paladin got an Armor +1 of his old Paladin order, the young rogue who was the result of magic experiments which left her with scaly skin got an item with which she could cast "Alter Self" to be able to pass herselves off as a normal girl again, the Barbarian in the Thule campaign got his huge iron axe (in Thule iron is next to non-existing, including magic boni), the transformation wizard got a "special" Alchemist stone (heart of the ice paraelemental the group beat, with this stone she now can transform herselves into an ice paraelemental for a short time). Yes, expect you do not get results immediately... but from every play people will "get it" how this story-based play works better. [/QUOTE]
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