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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="LostSoul" data-source="post: 5501243" data-attributes="member: 386"><p>I think we may be talking about two different types of mechanics; I was thinking about how XP are awarded and how that contributes to changes in the character, not general action-resolution mechanics. Are those XP awarded for addressing thematic concerns? Do the changes made to the character from the acquisition of XP enhance or deepen our ability to explore a given theme?</p><p></p><p>I was, just now, reading through the XP section in the 3.5 DMG and it's actually got a <em>hell</em> of a lot more support for that kind of play than I expected! That's pretty cool. I think the "story awards" system could be tightened up, but that's just me.</p><p></p><p>I'm imagining playing 3.x with a narrativist bent now. You'd (well, I would) want to put a lot of focus on the flavour of various prestige classes and the goals that players create for their characters, making sure that you're using the story award system outlined in the DMG. I can see how advancing via story awards + thematic flavour of classes, prestige classes, and feats + players who are into that sort of thing would make it work.</p><p></p><p></p><p></p><p>There are some action-resolution level mechanics in 3.x that deal with moral and ethical concerns: alignment-based spells. Then there are alignment restrictions to different classes. I'm not convinced that these would make it more or less difficult to play with a narrativist bent. You can make some powerful thematic statements by choosing to take actions that make you give up your Paladin abilities, for example.</p><p></p><p>This has been a very enlightening discussion! Thanks for that.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5501243, member: 386"] I think we may be talking about two different types of mechanics; I was thinking about how XP are awarded and how that contributes to changes in the character, not general action-resolution mechanics. Are those XP awarded for addressing thematic concerns? Do the changes made to the character from the acquisition of XP enhance or deepen our ability to explore a given theme? I was, just now, reading through the XP section in the 3.5 DMG and it's actually got a [i]hell[/i] of a lot more support for that kind of play than I expected! That's pretty cool. I think the "story awards" system could be tightened up, but that's just me. I'm imagining playing 3.x with a narrativist bent now. You'd (well, I would) want to put a lot of focus on the flavour of various prestige classes and the goals that players create for their characters, making sure that you're using the story award system outlined in the DMG. I can see how advancing via story awards + thematic flavour of classes, prestige classes, and feats + players who are into that sort of thing would make it work. There are some action-resolution level mechanics in 3.x that deal with moral and ethical concerns: alignment-based spells. Then there are alignment restrictions to different classes. I'm not convinced that these would make it more or less difficult to play with a narrativist bent. You can make some powerful thematic statements by choosing to take actions that make you give up your Paladin abilities, for example. This has been a very enlightening discussion! Thanks for that. [/QUOTE]
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