Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Hot Take: Uncertainty Makes D&D Better
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hawkeyefan" data-source="post: 8923104" data-attributes="member: 6785785"><p>Sure, that's the kind of D&D you're advocating for, I get that. I don't think that "story games' in the way you've applied the term are about trying to tell a story any more than D&D may be. Some examples may be more geared that way... but certainly not all of them, and not the ones you seem to be invoking by mentioing Scum & Villainy. "Story games" is a really crappy label in that regard... and I mean that overall, not about your use of it here. It implies things that it shouldn't.</p><p></p><p>But within D&D, I can see the difference between games that adopt an adventure path approach, and ones that are more randomly determined than that. And I can see how shifting focus to what the players show interest in can help make a less predictable game. There's some flexibility there within the overall D&D umbrella, and different ways to do that. </p><p></p><p>I know you listed some optional rules as examples. Do you have any others? </p><p></p><p>I have one that I use to help make things less predictable, and it's actually in combat, one of the most regimented elements of the game. I use a kind of side initiative. We roll in the beginning for each side in a conflict, and then the winner gets to decide who on their team goes first. Then the other team does that, and then back and forth until everyone on each side has taken a turn. This breaks up the very regimented turn order and offers the players (and the GM) new ways to cooperate or synergize efforts among multiple participants. It gives flexibility where it would not otherwise exist.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8923104, member: 6785785"] Sure, that's the kind of D&D you're advocating for, I get that. I don't think that "story games' in the way you've applied the term are about trying to tell a story any more than D&D may be. Some examples may be more geared that way... but certainly not all of them, and not the ones you seem to be invoking by mentioing Scum & Villainy. "Story games" is a really crappy label in that regard... and I mean that overall, not about your use of it here. It implies things that it shouldn't. But within D&D, I can see the difference between games that adopt an adventure path approach, and ones that are more randomly determined than that. And I can see how shifting focus to what the players show interest in can help make a less predictable game. There's some flexibility there within the overall D&D umbrella, and different ways to do that. I know you listed some optional rules as examples. Do you have any others? I have one that I use to help make things less predictable, and it's actually in combat, one of the most regimented elements of the game. I use a kind of side initiative. We roll in the beginning for each side in a conflict, and then the winner gets to decide who on their team goes first. Then the other team does that, and then back and forth until everyone on each side has taken a turn. This breaks up the very regimented turn order and offers the players (and the GM) new ways to cooperate or synergize efforts among multiple participants. It gives flexibility where it would not otherwise exist. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Hot Take: Uncertainty Makes D&D Better
Top