Forked: GTS - A need for "A robust system that handles things outside of combat"?

...fan mail, a budget...

I geuss stuff like this in PTA would make the "real" resolution of combat seem weird.

Does anyone else have an example of a narration-style RPG that might mesh better?

I know Hero's Banner is in the same general genre, but it seems the long-term focus of the game (you play multiple generations if I understand the game correctly from my wife - I haven't played myself) vs. the fast-rising stars that D&D character are would be most at odds.

What aspects could be borrowed from narration-style RPGs that would help make D&D outside of combat more dynamic?
 

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What aspects could be borrowed from narration-style RPGs that would help make D&D outside of combat more dynamic?

Something like Keys from The Shadow of Yesterday.

That would tend to make combat about things the characters (and since the players make the characters, the players) care about. And you could buy off a Key and level up in the middle of a fight.
 

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