The "this' is not part of DW or AW. (Except for a small handful of particular playbook moves which won't typically be in play, because of the variety of moves.)They do as I mean it.
It's this.
The "this' is not part of DW or AW. (Except for a small handful of particular playbook moves which won't typically be in play, because of the variety of moves.)They do as I mean it.
It's this.
So I don't know the mechanics of these in 4e, but it seems doable. If one wanted mechanics (as opposed to, just a motivation the player was, well, playing out) I'd imagine one could start in the Bonds, Traits, Ideals, and Flaws (which are with rare exceptions like Madnesses player-authored) and hook the quest into Inspiration. I don't think it would be a satisfactory replication--at least I suspect you'd find it wanting--but that's where I'd start, coming from a place of total ignorance of 4e (and also not much liking the 5e mechanics around Inspiration).4e D&D advocates player-authored quests. Could this be done in 5e?
Is it most of modern D&D? I would have thought modern D&D was mostly people running their own games rather than APs.Sure, I agree. My point is specifically about the AP style games. Which is most of modern D&D.
I don't have numbers to hand, but it seems clear that 5e exists primarily to allow WotC to sell hardcover adventures, in roughly the same way that Pathfinder exists to allow Paizo to sell Adventure Paths.Is it most of modern D&D? I would have thought modern D&D was mostly people running their own games rather than APs.
Monster of the Week is a PbtA game. Its premise is that the players are a squad that hunt down the Monster of the Week. That seems to be a pretty specific goal. As a matter of fact, each adventure has the GM create a monster for the characters to hunt down.Those are spectrums, but the difference between a goal as a premise and a genre as a premise is not on the same spectrum. The goal can be more or less specific, the genre can be more or less specific, but a goal does not exist on a spectrum with genre.
The only mechanical element to a quest in 4e D&D is that completing a quest earns XP. In practice, that means that the game progresses more quickly when the PCs are engaged on quests.So I don't know the mechanics of these in 4e, but it seems doable.
It's also not really a Story Now game in my opinion. It's a pretty traditional game where GMs write or use adventures players expected to play through.Monster of the Week is a PbtA game. Its premise is that the players are a squad that hunt down the Monster of the Week. That seems to be a pretty specific goal. As a matter of fact, each adventure has the GM create a monster for the characters to hunt down.
It isn't? Those examples of player action declarations causing dwarven forges and hunter lodges to appear certainly could have fooled me!The "this' is not part of DW or AW. (Except for a small handful of particular playbook moves which won't typically be in play, because of the variety of moves.)
What about the lattermost category - of having the GM build encounters, setting etc to enable a player to pursue his/her PC's goal?@pemerton Seems as though in 5e one could accomplish something like those quests by awarding XP for doing things to advance the characters' goals.
Player-authored quests are a device for having the GM use their authority in accordance with a certain principle, namely, build setting, treasures and encounters so as to render player-established PC goals able to be accomplished.It's trivial to do so. DW and AW, for instance, if played in accordance with the principles and agenda that are espoused in their rulebooks, will satisfy @Ovinomancer's criterion. And neither has "narrative level" mechanics except in a few distinct playbook moves which typically (given the variety of playbooks, and of moves-per-playbook) won't be in play.
The reason it doesn't need "narrative level" mechanics on the player side is because, in a typical RPG authority structure such as is found in D&D, Prince Valiant, Classic Traveller, AW, DW, etc the GM has the requisite "narrative level" power. That it to say, the GM can frame scenes that speak to player-authored PC dramatic needs, can narrate consequences in the same fashion, etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.