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Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
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<blockquote data-quote="Travis Henry" data-source="post: 7621995" data-attributes="member: 6985696"><p>Imagine if the Lost Mine of Phandelver was converted into ND&D?</p><p>All of the key scenes would be there still: Cragmawk Hideout, Redbrand Hideout, Cragmaw Castle, the Lost Mine, and possibly all of the side-treks as well: Agatha the Banshee, Old Owl Well, Wyvern Tor, etc. And the key encounters of each scene. (But not every single little Goblin-in-a-Room.)</p><p></p><p>But each scene is resolved with only a few rolls. A single combat roll for each key fight. A single social roll for each key social encounter.</p><p></p><p>And compared to the 5E, there's a more extensive narrative boxed text for each scene - actually more than is in the Starter Set. For example, a bit of novellic "boxed text" for each and every hex on the map.</p><p></p><p>And there are narrated "cut scenes" which quickly bring the party to the next scene, with only a bit of "travel exposition", and even within a dungeon-site, there is minimal "dungeon exploration" (except for key puzzles and traps)...it's just skipped over. Straight to the main scenes.</p><p></p><p>And the whole story...from Goblin Ambush to the Forge of Spells...is completed in 7 hours of table time. (There could even be a "Cinematic (Short Game)" option where the entire story is compressed into a single 3 hour session...the length of a film.)</p><p></p><p>And...the party can choose the order which they take most of the scenes. And failure on the die roll results in "falling forward"...a setback only as severe as Drizzt or Tanis would experience in their novels. Dragonlance (the most "novellic" of the D&D settings) even had a "Dramatic/Mysterious Death" rule to help preserve important NPCs so that they could return again. ND&D has something like that, but for PCs.</p><p></p><p>Each scene has suggested "boxed text" for various degrees of success and failure. And the character's chosen Moves are creatively incorporated into the result.</p><p></p><p>And, you can play any ND&D race and class. And the character advances a level after each "novel." So it is still a RPG.</p><p></p><p>That's not necessarily railroady. It just touches on the essentials of the story.</p><p></p><p>A 5E module itself is also "railroady", in that there are only a certain number of prepared locations and repeated wandering monsters. ND&D is just a different granularity. I'd call it novellic or cinematic.</p></blockquote><p></p>
[QUOTE="Travis Henry, post: 7621995, member: 6985696"] Imagine if the Lost Mine of Phandelver was converted into ND&D? All of the key scenes would be there still: Cragmawk Hideout, Redbrand Hideout, Cragmaw Castle, the Lost Mine, and possibly all of the side-treks as well: Agatha the Banshee, Old Owl Well, Wyvern Tor, etc. And the key encounters of each scene. (But not every single little Goblin-in-a-Room.) But each scene is resolved with only a few rolls. A single combat roll for each key fight. A single social roll for each key social encounter. And compared to the 5E, there's a more extensive narrative boxed text for each scene - actually more than is in the Starter Set. For example, a bit of novellic "boxed text" for each and every hex on the map. And there are narrated "cut scenes" which quickly bring the party to the next scene, with only a bit of "travel exposition", and even within a dungeon-site, there is minimal "dungeon exploration" (except for key puzzles and traps)...it's just skipped over. Straight to the main scenes. And the whole story...from Goblin Ambush to the Forge of Spells...is completed in 7 hours of table time. (There could even be a "Cinematic (Short Game)" option where the entire story is compressed into a single 3 hour session...the length of a film.) And...the party can choose the order which they take most of the scenes. And failure on the die roll results in "falling forward"...a setback only as severe as Drizzt or Tanis would experience in their novels. Dragonlance (the most "novellic" of the D&D settings) even had a "Dramatic/Mysterious Death" rule to help preserve important NPCs so that they could return again. ND&D has something like that, but for PCs. Each scene has suggested "boxed text" for various degrees of success and failure. And the character's chosen Moves are creatively incorporated into the result. And, you can play any ND&D race and class. And the character advances a level after each "novel." So it is still a RPG. That's not necessarily railroady. It just touches on the essentials of the story. A 5E module itself is also "railroady", in that there are only a certain number of prepared locations and repeated wandering monsters. ND&D is just a different granularity. I'd call it novellic or cinematic. [/QUOTE]
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