Hussar said:Wut he said.
Just as another point though, is permanent death more or less likely in other editions really? I know that in 1e, my characters died fairly regularly, but, we had such a mountain of cash, getting raised was never really a problem. Heck, we had nothing better to do with that money.
I do recall rods of resurrection featuring in more than one old school module as well.
Alnag said:I think, there is one big narrative element and that is the change of a common folk into mythical heroes. That is something the myths are usually about. And the levels really do this job. So I believe that this is narrative element in D&D.
Terms like "narrative" and "narrativism" are often bandied-about by gamers with little shared idea as to what they mean. Before I respond, I would like to get a sense of what you mean.RFisher said:Hmm. At first blush, it strikes me that most of the character creation/developing options don't really encourage a narrative style.
MoogleEmpMog said:I would argue that this is neither something myths are usually about (indeed, I can't actually think of a single example from Chinese, Egyptian, Greek or Norse myth, those being the ones I'm most familiar with), nor something D&D actually models.
MoogleEmpMog said:D&D player characters are already well above the norm at first level - they have heroic classes, the elite array (often better, with high point buys and various rolling systems), and max hp at first level. It's just that when it comes to basic skills, D&D characters (PC or NPC) are really, really incompetent.
TerraDave said:If its some forge/rpg.net/story teller concept, nah, D&D doesn't really fit, but who cares?
To give you a totally Forge-y answer (not that I am a spokesman by any means), you're presuming that the former can't be the same as the latter. The spiffy thing about Nar games and System Does Matter is that you can have games where a mechanical decision does in deed drive "story", in the premise-addressing, thematic sense.RFisher said:I think for me--in this context--it's about "making decisions based on game mechanics" v. "making decisions based on developing a story".