Maybe that puts indeed the finger on the difference. I don't feel the players at the game table are "rats in a maze" with me, DM, as some sort of scientist playing with them. There's no "narrative" per se. No maze. Just a base situation and events/elements of background. I don't have a precise idea of how things would have to go, or what kind of end would have to take place. I don't have a preconceived "story" in my head when I DM. There are only possibilities and probabilities for me to evaluate -and often I'm proven wrong.tahsin said:I think Umbran and you are missing each other's points.
For actors in a movie, they have to think in terms of their characters in the present, in the current scene. Players' have the same situation because they don't know what's coming. That immersion is what drives the narrative.
Think of your players like rats in a maze. You don't know what the rat will do and rats with different personalities do different things. The conflict between the PCs and the villains, the PCs and their environment, and the PCs and each other IS the narrative. It IS the story being told. For players it may be about immersion, but for DMs, the result is the narrative.
Kamikaze Midget said:There is a problem in me with the "5" response. Because while D&D is, of course, both, sometimes one has to give for the other, and it's a question of how much you fudge and handwave for your group's sense of story vs. how much you let the dice lie as they may.
Sometimes you can't have both and you have to choose. Which way do you choose?
Kamikaze Midget said:Well, to be fair, in a story-heavy game, the opportunity to use a Sense Motive check to see through the villain's ruse would never occur. After all, skill checks are a game element -- sense motive checks can occur only when it would be dramatically appropriate, when they have reason to suspect someone.

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