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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="LordEntrails" data-source="post: 7622048" data-attributes="member: 6804070"><p>Oh, get what you are doing, I totally get it. What you don't get is you are removing player agency or the importance of such agency. You give 4 outcomes for the entire adventure (or even 40 is an incredibly small number compared to LMoP as is). That is not of interest to me.</p><p></p><p>You are increasing story telling where the DM narrates (or just reads) a bunch more than you see in your games. The lack of story/narration at your table is due to your table, not the system. You can easily player D&D as is where each player narrates everything they do.</p><p></p><p>Agency is important. It is so important as to be required for the "D&D Experience" imo. For example, one of my parties when they did LMoP and Cragmaw, they simple overran the dang castle, the didn't engage the guards, instead they flooded into and through like a tide. The dropped a darkness in the foyer and all the guards proceeded to wait and then progress into the darkness slowly. By the time all the guards figured out what was going on in the foyer, the party was already fighting the BBEG at the end. That is still a story and a tactic they discuss 2 years later when assaulting other strongholds.</p><p></p><p>And, if you tell me your ND&D could make that one of the options, then you just don't get it. Player agency is not about any one event, decision, or outcome. It is the players making decisions for their characters that are foolish, uninformed, and/or brilliant. These decisions, and the results as narrated by a good DM, are what makes memories. Go read online the stories that people tell of D&D from 30 years ago. They are not about what was scripted, but about what happened due to player agency.</p><p></p><p>As for published adventures being sort of railroady... sure, most of them are written that way because they need to be accessible to DMs that don't know better. A DM that chooses to can allow an adventure to go in any direction, and just because an encounter is not in the published adventure, is a poor excuse for a DM to not allow an encounter (or any other type of event) to occur. </p><p></p><p>Another thought, if you want an adventure to be over quicker, then you are probably missing out. Their is value in the journey. Just like life and relationships, the journey, what happens between where you start and the end, is often more important, and almost always more memorable, that getting to the end.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7622048, member: 6804070"] Oh, get what you are doing, I totally get it. What you don't get is you are removing player agency or the importance of such agency. You give 4 outcomes for the entire adventure (or even 40 is an incredibly small number compared to LMoP as is). That is not of interest to me. You are increasing story telling where the DM narrates (or just reads) a bunch more than you see in your games. The lack of story/narration at your table is due to your table, not the system. You can easily player D&D as is where each player narrates everything they do. Agency is important. It is so important as to be required for the "D&D Experience" imo. For example, one of my parties when they did LMoP and Cragmaw, they simple overran the dang castle, the didn't engage the guards, instead they flooded into and through like a tide. The dropped a darkness in the foyer and all the guards proceeded to wait and then progress into the darkness slowly. By the time all the guards figured out what was going on in the foyer, the party was already fighting the BBEG at the end. That is still a story and a tactic they discuss 2 years later when assaulting other strongholds. And, if you tell me your ND&D could make that one of the options, then you just don't get it. Player agency is not about any one event, decision, or outcome. It is the players making decisions for their characters that are foolish, uninformed, and/or brilliant. These decisions, and the results as narrated by a good DM, are what makes memories. Go read online the stories that people tell of D&D from 30 years ago. They are not about what was scripted, but about what happened due to player agency. As for published adventures being sort of railroady... sure, most of them are written that way because they need to be accessible to DMs that don't know better. A DM that chooses to can allow an adventure to go in any direction, and just because an encounter is not in the published adventure, is a poor excuse for a DM to not allow an encounter (or any other type of event) to occur. Another thought, if you want an adventure to be over quicker, then you are probably missing out. Their is value in the journey. Just like life and relationships, the journey, what happens between where you start and the end, is often more important, and almost always more memorable, that getting to the end. [/QUOTE]
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