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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Campbell" data-source="post: 8627815" data-attributes="member: 16586"><p>It's obvious to me that 4e is not primarily a Story Now game in the same way Blades in the Dark, Apocalypse World or Sorcerer are. What it is much more amenable to Story Now play than other editions of the game, including my personal favorite editions (B/X and PF2). It is more amenable because the rules get in the way less than they do in other versions of the game.</p><p></p><p>As a Story Now GM during every moment of play your primary concern should be framing thematically dynamic scenes that directly follow from the fallout of the previous scene. This often involves eliding space and time. The rules of other versions get in the way more because when you have divergent resource management eliding space and time has an impact on the game state that is felt unevenly between players. Also the stronger the exploration side of the game becomes the harder it becomes to elide this stuff because players want to play with their exploration tools. This can be a strong issue in B/X and PF2.</p><p></p><p>Additionally, 5e just puts too much say in the GM's hands for how things will turn out (saying this as a GM). Outside of combat the game is pretty much GM Decides. Story Now is all about group wide shared narrative tension. We're supposed to be finding out how this stuff goes together. The extraordinary amount of willpower it takes to not steer the wheel where you want it narratively as a 5e GM is massive.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8627815, member: 16586"] It's obvious to me that 4e is not primarily a Story Now game in the same way Blades in the Dark, Apocalypse World or Sorcerer are. What it is much more amenable to Story Now play than other editions of the game, including my personal favorite editions (B/X and PF2). It is more amenable because the rules get in the way less than they do in other versions of the game. As a Story Now GM during every moment of play your primary concern should be framing thematically dynamic scenes that directly follow from the fallout of the previous scene. This often involves eliding space and time. The rules of other versions get in the way more because when you have divergent resource management eliding space and time has an impact on the game state that is felt unevenly between players. Also the stronger the exploration side of the game becomes the harder it becomes to elide this stuff because players want to play with their exploration tools. This can be a strong issue in B/X and PF2. Additionally, 5e just puts too much say in the GM's hands for how things will turn out (saying this as a GM). Outside of combat the game is pretty much GM Decides. Story Now is all about group wide shared narrative tension. We're supposed to be finding out how this stuff goes together. The extraordinary amount of willpower it takes to not steer the wheel where you want it narratively as a 5e GM is massive. [/QUOTE]
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