Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
Community
General Tabletop Discussion
*TTRPGs General
Letting Players Narrate in the Game?
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="Glyfair" data-source="post: 5342989" data-attributes="member: 53"><p>I disagree with something like this being "not a traditional roleplaying game." IT's something of a sliding scale, as mentioned before. I know of a few roleplaying games I would consider "traditional" that use some level of player control over the narrative.</p><p></p><p>One of my favorite RPGs is <strong>James Bond</strong>. Some of the rules allow some control for the players in order to simulate the genre. At the lowest level, if the players do something like knock out a guard and use his uniform to infiltrate the enemy base, the clothing always fits. That's sort of a passive amount of narrative control.</p><p></p><p>At a higher level, players can always try to spend one or more hero points to modify the environment in small, appropriate ways. The GM determines how many points need to be spent (mostly based on appropriateness) or even if it is possible. For example, it might only cost one point to have a suit of armor with sort in the high class mansion, it might cost 2 or 3 to have a revolver in the desk drawer open in front of you (and that might not even be allowed).</p><p></p><p>In pretty much all other ways, <em>James Bond</em> plays as what most here would consider a traditional RPG. In my mind, it is.</p><p></p><p>At another level, Greg Stafford's <em>Prince Valiant</em> has a chapter in the advanced section recommending that players take over as the GM for periods of time. For example, if the adventure calls for a sea voyage, perhaps one of the players takes over for the duration of the voyage. His character is indisposed (perhaps seasick, if in character) and the GM takes over a temporary character (say one of the sailors).</p><p></p><p>The game can player straight and very traditional, but it has this one element that definitely allows a certain amount of player control (in fact, the reward for taking over this duty allows a bit more) if it is used. </p><p></p><p>I do feel that if you have a group that expects a very "GM is in control of the world" style of game, and you want to try to move in that direction, you probably want to start small. In my experience, most players are open to trying at least some of this, once they become used to the option being on the table.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 5342989, member: 53"] I disagree with something like this being "not a traditional roleplaying game." IT's something of a sliding scale, as mentioned before. I know of a few roleplaying games I would consider "traditional" that use some level of player control over the narrative. One of my favorite RPGs is [B]James Bond[/B]. Some of the rules allow some control for the players in order to simulate the genre. At the lowest level, if the players do something like knock out a guard and use his uniform to infiltrate the enemy base, the clothing always fits. That's sort of a passive amount of narrative control. At a higher level, players can always try to spend one or more hero points to modify the environment in small, appropriate ways. The GM determines how many points need to be spent (mostly based on appropriateness) or even if it is possible. For example, it might only cost one point to have a suit of armor with sort in the high class mansion, it might cost 2 or 3 to have a revolver in the desk drawer open in front of you (and that might not even be allowed). In pretty much all other ways, [I]James Bond[/I] plays as what most here would consider a traditional RPG. In my mind, it is. At another level, Greg Stafford's [I]Prince Valiant[/I] has a chapter in the advanced section recommending that players take over as the GM for periods of time. For example, if the adventure calls for a sea voyage, perhaps one of the players takes over for the duration of the voyage. His character is indisposed (perhaps seasick, if in character) and the GM takes over a temporary character (say one of the sailors). The game can player straight and very traditional, but it has this one element that definitely allows a certain amount of player control (in fact, the reward for taking over this duty allows a bit more) if it is used. I do feel that if you have a group that expects a very "GM is in control of the world" style of game, and you want to try to move in that direction, you probably want to start small. In my experience, most players are open to trying at least some of this, once they become used to the option being on the table. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Letting Players Narrate in the Game?
Top