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Indifying 5e
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<blockquote data-quote="77IM" data-source="post: 6541839" data-attributes="member: 12377"><p>Have you fully digested the Plot Point options in the DMG? Particularly options 1 and 2; they are straightforward ways of granting explicit narrative control. You can tweak out the rate at which these points are gained using ideas on this thread (e.g. compels) to support the level of gonzo you want. </p><p></p><p>Another thing you can do easily as DM, is to eliminate "nothing happens" from your vocabulary. In other words, if the players fail a roll, or look at you to figure out what happens: something happens. Look at the MC's moves in Apocalypse World or Dungeon World for examples of somethings which can happen. This is similar to "fail forward" except without the connotation of progress in a particular direction; in fact, usually the something is bad for the PCs, which keeps the action moving but not towards or away from any particular resolution.</p><p></p><p>Also, I love love love the keys mechanic from Lady Blackbird. Best XP system I have ever used. It would take a little doing, but you could replace the traits/bonds/ideals/flaws with a set of keys, and use that for handing out XP, inspiration, and plot points, all at once. Actually you could just use roleplaying of traits/bonds/ideals/flaws as the sole source of XP, but re-writing these things phrased as keys would make them less ambiguous.</p></blockquote><p></p>
[QUOTE="77IM, post: 6541839, member: 12377"] Have you fully digested the Plot Point options in the DMG? Particularly options 1 and 2; they are straightforward ways of granting explicit narrative control. You can tweak out the rate at which these points are gained using ideas on this thread (e.g. compels) to support the level of gonzo you want. Another thing you can do easily as DM, is to eliminate "nothing happens" from your vocabulary. In other words, if the players fail a roll, or look at you to figure out what happens: something happens. Look at the MC's moves in Apocalypse World or Dungeon World for examples of somethings which can happen. This is similar to "fail forward" except without the connotation of progress in a particular direction; in fact, usually the something is bad for the PCs, which keeps the action moving but not towards or away from any particular resolution. Also, I love love love the keys mechanic from Lady Blackbird. Best XP system I have ever used. It would take a little doing, but you could replace the traits/bonds/ideals/flaws with a set of keys, and use that for handing out XP, inspiration, and plot points, all at once. Actually you could just use roleplaying of traits/bonds/ideals/flaws as the sole source of XP, but re-writing these things phrased as keys would make them less ambiguous. [/QUOTE]
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