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Forsaking Dice as GM: Going full narrative
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<blockquote data-quote="MNblockhead" data-source="post: 8615139" data-attributes="member: 6796661"><p>I've played a number of narrative systems and have had a lot of fun with them. But they still have game mechanics. Otherwise, it is more just group story telling, which is also fun, but not what I think of when I sit down to play a TTRPG. InSPECTREs has interesting mechanics where players can determine outcomes, including a fun reality-TV inspired mechanic where you can attempt to add things into the story by sitting in the "confessionals" chair. But dice are still involved in that game. In InSPECTREs the players still roll dice, the DM just calls for rolls and narrates results. Actually, the players narrate results based on their roles and some broad guidelines and the DM reacts to it. </p><p></p><p>I know that the OP isn't focused on D&D specifically, but you could run 5e like this by the DM just assigning DC values for skill checks as normal and have a chart where based on how much they exceed on the skill check, the player can narrate the results. And if they fail, the DM gets to narrate the results of the failure by how far they fail. </p><p></p><p>Below is the InSPECTREs skill roll chart. It works differently because no DC is assigned in that system, but you could tweak the chart base on number of points you exceed or fail on the skill check:</p><p></p><p>Skill Roll Chart</p><p>6 Amazing! Describe the result and gain 2 franchise dice. </p><p>(in 5e, perhaps this is when you roll a natural 20 and you get an inspiration point)</p><p></p><p>5 Good. Describe the result and gain a franchise die. </p><p>(in 5e, succeed by 10 or more. Ignore "franchise die" language.)</p><p></p><p>4 Fair. Describe the mostly positive result of your action but you must also include a negative or humorous effect.</p><p>(in 5e, succeed by 5 or more.)</p><p></p><p>3 Not Great. The GM decides your fate but you may be given a chance to suggest a single positive (albeit minor) effect.</p><p>(in 5e succeed by less than 5 above the DC)</p><p></p><p>2 Bad. The GM decides your fate or you may suggest something suitably negative.</p><p>(in 5e fail)</p><p>1 Terrible! The GM gets to hose you with a truly dire situation resulting from your incompetence.</p><p>(in 5e, if you roll a natural 1, I would also have you lose any accumulated inspiration if you are allowing inspiration to be banked under this system)</p><p></p><p>For combat, it would work similarly, but instead of DC, it would be AC. But if monsters only hit when players fail to hit, I think you'd have to up the AC considerably. Or you would have to abstract combat to the level of just assigning DC to combat situations. </p><p></p><p>Personally, I would just select a system designed to work in a narrative, only players role, manner than try to redesign a game that like D&D to fit that style. InSPECTREs provides a simple, easy to learn, and fun set of mechanics for this. It also provides simple character advancement and organization-building rules for running a campaign. But you'd have to come up with your own skills sets to fit it into other genres, which I don't think would be very difficult with such a simple system.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8615139, member: 6796661"] I've played a number of narrative systems and have had a lot of fun with them. But they still have game mechanics. Otherwise, it is more just group story telling, which is also fun, but not what I think of when I sit down to play a TTRPG. InSPECTREs has interesting mechanics where players can determine outcomes, including a fun reality-TV inspired mechanic where you can attempt to add things into the story by sitting in the "confessionals" chair. But dice are still involved in that game. In InSPECTREs the players still roll dice, the DM just calls for rolls and narrates results. Actually, the players narrate results based on their roles and some broad guidelines and the DM reacts to it. I know that the OP isn't focused on D&D specifically, but you could run 5e like this by the DM just assigning DC values for skill checks as normal and have a chart where based on how much they exceed on the skill check, the player can narrate the results. And if they fail, the DM gets to narrate the results of the failure by how far they fail. Below is the InSPECTREs skill roll chart. It works differently because no DC is assigned in that system, but you could tweak the chart base on number of points you exceed or fail on the skill check: Skill Roll Chart 6 Amazing! Describe the result and gain 2 franchise dice. (in 5e, perhaps this is when you roll a natural 20 and you get an inspiration point) 5 Good. Describe the result and gain a franchise die. (in 5e, succeed by 10 or more. Ignore "franchise die" language.) 4 Fair. Describe the mostly positive result of your action but you must also include a negative or humorous effect. (in 5e, succeed by 5 or more.) 3 Not Great. The GM decides your fate but you may be given a chance to suggest a single positive (albeit minor) effect. (in 5e succeed by less than 5 above the DC) 2 Bad. The GM decides your fate or you may suggest something suitably negative. (in 5e fail) 1 Terrible! The GM gets to hose you with a truly dire situation resulting from your incompetence. (in 5e, if you roll a natural 1, I would also have you lose any accumulated inspiration if you are allowing inspiration to be banked under this system) For combat, it would work similarly, but instead of DC, it would be AC. But if monsters only hit when players fail to hit, I think you'd have to up the AC considerably. Or you would have to abstract combat to the level of just assigning DC to combat situations. Personally, I would just select a system designed to work in a narrative, only players role, manner than try to redesign a game that like D&D to fit that style. InSPECTREs provides a simple, easy to learn, and fun set of mechanics for this. It also provides simple character advancement and organization-building rules for running a campaign. But you'd have to come up with your own skills sets to fit it into other genres, which I don't think would be very difficult with such a simple system. [/QUOTE]
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