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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="FrogReaver" data-source="post: 8654527" data-attributes="member: 6795602"><p>I think that's one of Story Now's biggest appeals.</p><p></p><p>That said, actual stories don't just go straight from one high tension moment to the next. If a film or book did that I think it would cheapen the experience. It would cheapen those high-tension moments. </p><p></p><p>I do find D&D play can tend to meander and never really reach those high-tension moments very often. But I wonder if Story Now perhaps races to them too quickly. At least for me.</p><p></p><p>A personal goal of mine would be to find ways to hasten D&D play toward those high-tension moments, which probably requires some better scene transition techniques. It's also going to require the creation of some scenes that really test character/player goals (which is hard because many players only play D&D to be a badass, a hero that saves people or a hero that ends villains with little more that they care about). But even those types of players can be tested. You can stop the bad guy or save the innocent. You can stop the bad guy but only after going through the innocent. Do you charge into battle against a creature you don't expect you can defeat. Etc. </p><p></p><p>I think I may have found some ways to improve my D&D game!</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8654527, member: 6795602"] I think that's one of Story Now's biggest appeals. That said, actual stories don't just go straight from one high tension moment to the next. If a film or book did that I think it would cheapen the experience. It would cheapen those high-tension moments. I do find D&D play can tend to meander and never really reach those high-tension moments very often. But I wonder if Story Now perhaps races to them too quickly. At least for me. A personal goal of mine would be to find ways to hasten D&D play toward those high-tension moments, which probably requires some better scene transition techniques. It's also going to require the creation of some scenes that really test character/player goals (which is hard because many players only play D&D to be a badass, a hero that saves people or a hero that ends villains with little more that they care about). But even those types of players can be tested. You can stop the bad guy or save the innocent. You can stop the bad guy but only after going through the innocent. Do you charge into battle against a creature you don't expect you can defeat. Etc. I think I may have found some ways to improve my D&D game! [/QUOTE]
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Community
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