Reynard
aka Ian Eller
Nothing "always works."It’s not that it won’t ever work. Its that it won’t always work.
Nothing "always works."It’s not that it won’t ever work. Its that it won’t always work.
Doesn’t sound like a good defense to me.Nothing "always works."
I also participated in a game like this once, though I’d say it worked out much better for us.I got to participate in this as a player once. We had been playing RPGs all day and night and now it was the wee hours of the morning and some of the fellows had passed out already. A few of us too tired to really play anything proper basically just did a group narrative play- no dice and the DM/narrator said yes to everything. It was fun for about 15 min and then slogged on for another 15 because there was no challenge, risk or anything that really drove the story forward. Our characters were heroes of the day, but it felt hollow.
I compare this to a game when the GM never said "No" and le the dice fall where they may instead. The dice were on our side and on this little one shot we succeeded on every roll that was called for. It generated its own form of hilarity and fun and while it may seem that this was the same as the experience above, it was far better if only for the 'Risk' of failure that was present.
So because it might not work, it should not be attempted?Doesn’t sound like a good defense to me.
Also a valid kind of game, but likewise of its own type. I wouldn't want to shoehorn D&D into such a mold when another game would suit the playstyle better.What about Story Now style Narrativist play? The GM has a crucial role here in framing the obstacles to the PCs and at the same time the game is generally about the PCs and their interaction with the premise.
Having played D&D since close to its inception, and having a pretty decent exposure to narrativist, and other, styles of games; my opinion is that modern D&D ala WotC has a lot to learn from things like PbtAs, Burning Wheel, etc.Also a valid kind of game, but likewise of its own type. I wouldn't want to shoehorn D&D into such a mold when another game would suit the playstyle better.
Those are really different styles of games, though, and appeal in specific ways that are not universal. I explored PbtA heavily (got into AW, DW and a few others) and I realized I really intensely dislike their approach, which feels to me extremely procedural and counter-intuitive to the creative process. That said, I realize they work extremely well for some groups, but I myself intensely dislike that style of play. Burning Wheel is (for me, ymmv) even worse. So yes, those are excellent alternatives for those who like that style....but they are far from preferable for some others. Another example, more mild, but one in which I have a lot of investment is Call of Cthulhu. Trails of Cthulhu reinvented the wheel with the gumshoe engine, positing an approach designed to "fix" the perceived fail state issue with CoC. But it fixed nothing for me except to make the organic experience of investigation and discovery more procedural and less fun, when all CoC needed was a better restatement of how the fail forward approach would work (which 7E addressed well). But for others ToC did address a perceived issue, and for them it works better....just not for me.Having played D&D since close to its inception, and having a pretty decent exposure to narrativist, and other, styles of games; my opinion is that modern D&D ala WotC has a lot to learn from things like PbtAs, Burning Wheel, etc.
Take a look at our 4e PbP here as we are playing in a pretty much entirely Story Now process. I'm not dissing trad D&D, but IMHO people who are bunkering down and not really looking at newer tools are missing a lot.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.