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"The problem with 5e" is the best feature - advantage
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<blockquote data-quote="DEFCON 1" data-source="post: 8357487" data-attributes="member: 7006"><p>Yep, those all make sense for the board game part of D&D. And for those of you who really enjoy the tactics of the D&D board game, finding ways to incentivize the engagement with the board game makes all the sense in the world.</p><p></p><p>I just know for me... the board game is merely an extension of the 'Yes, And' improv of creating our adventure. I don't <em>need</em> the board game to make 'Yes, And' and 'Yes, But' choices for us in our improvisation of the narrative... we just use it because it takes the decision out of our own hands to decide when the narrative should be working in our favor or when it should be a hindrance. It randomizes the positives and negatives our story can take, which makes for a more compelling and surprising story with all the ups and downs that come with it that we weren't expecting or planning for. But we use the board game for the randomization so long as the game is fun interesting to play <em>and</em> inspires our visualization and narration of what is happening in the story without getting in the way. But as soon the mechanics <em>overtake</em> the visualization and narration, we end up just talking in mechanical board game terms. And the more mechanics at hand for every player, the more time we need to spend talking with and about those mechanics and not the story. And that's when I think our table has lost "engaging with the world" and I know that the board game has gone too far.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8357487, member: 7006"] Yep, those all make sense for the board game part of D&D. And for those of you who really enjoy the tactics of the D&D board game, finding ways to incentivize the engagement with the board game makes all the sense in the world. I just know for me... the board game is merely an extension of the 'Yes, And' improv of creating our adventure. I don't [I]need[/I] the board game to make 'Yes, And' and 'Yes, But' choices for us in our improvisation of the narrative... we just use it because it takes the decision out of our own hands to decide when the narrative should be working in our favor or when it should be a hindrance. It randomizes the positives and negatives our story can take, which makes for a more compelling and surprising story with all the ups and downs that come with it that we weren't expecting or planning for. But we use the board game for the randomization so long as the game is fun interesting to play [I]and[/I] inspires our visualization and narration of what is happening in the story without getting in the way. But as soon the mechanics [I]overtake[/I] the visualization and narration, we end up just talking in mechanical board game terms. And the more mechanics at hand for every player, the more time we need to spend talking with and about those mechanics and not the story. And that's when I think our table has lost "engaging with the world" and I know that the board game has gone too far. [/QUOTE]
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