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Help me understand & find the fun in OC/neo-trad play...
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<blockquote data-quote="prabe" data-source="post: 9356003" data-attributes="member: 7016699"><p>First of all, that article is kinda a mess--especially the OC/Neo-Trad part. Among other things, OC and Neo-Trad aren't quite the same thing. OC is more about what your character brings mechanically, tending (in at least one extreme) toward what someone with your stated preferences might describe as "winning the game at chargen." This is very much the typical approach by the end of D&D 3.x/PF1e. Neo-Trad is very much more aligned with the way 5e is built, where the character focus is, ideally, more narrative than mechanical. It's where the GM pulls material from the characters' backstories and builds adventures relevant to those backstories and other interests; the idea the players might have ideas about the setting (while still giving the GM primary authority over it) is very Neo-Trad, I think. There doesn't have to be a pre-constructed story--I'm probably the most Neo-Trad GM I know (at least the most out one) and I don't pre-write stories, everything that happens is a response to what the players do--but the focus of the story is very probably going to be on the characters, as opposed to Trad, where the story is the story no matter what characters the players bring.</p></blockquote><p></p>
[QUOTE="prabe, post: 9356003, member: 7016699"] First of all, that article is kinda a mess--especially the OC/Neo-Trad part. Among other things, OC and Neo-Trad aren't quite the same thing. OC is more about what your character brings mechanically, tending (in at least one extreme) toward what someone with your stated preferences might describe as "winning the game at chargen." This is very much the typical approach by the end of D&D 3.x/PF1e. Neo-Trad is very much more aligned with the way 5e is built, where the character focus is, ideally, more narrative than mechanical. It's where the GM pulls material from the characters' backstories and builds adventures relevant to those backstories and other interests; the idea the players might have ideas about the setting (while still giving the GM primary authority over it) is very Neo-Trad, I think. There doesn't have to be a pre-constructed story--I'm probably the most Neo-Trad GM I know (at least the most out one) and I don't pre-write stories, everything that happens is a response to what the players do--but the focus of the story is very probably going to be on the characters, as opposed to Trad, where the story is the story no matter what characters the players bring. [/QUOTE]
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