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<blockquote data-quote="Manbearcat" data-source="post: 8255066" data-attributes="member: 6696971"><p>This is probably a good time to contrast with Story Now’s approach to dramatic need.</p><p></p><p>These things aren’t aspirational in the way aspirational is operationalized in Neo-Trad games. The play isn’t about curating content and spotlight management to ensure the realization of these things. It’s about putting intense pressure on these things...damn near constantly...testing these things HARD...and following where that test goes to see how PCs change/wilt/grow.</p><p></p><p>Ideals/Bonds/Flaws/Traits don’t remotely do the same work in 5e as Relationships, Traits, and Belongings do in Dogs in the Vineyard...not conceptually, not in how they’re operationalized in play, and not in the results of play.</p><p></p><p>Because they share names, people might things they’re superficially similar. But they’re not conceptually similar, the GM and system and players aren’t oriented to them similarly, and because of that, they’re operationalized dramatically differently (with different inputs and outputs on play).</p><p></p><p>It’s kind of like Healing Surges in 4e and Hit Dice in 5e. Superficially similar but absolutely not remotely the same thing for a few pivotal design/integration reasons.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8255066, member: 6696971"] This is probably a good time to contrast with Story Now’s approach to dramatic need. These things aren’t aspirational in the way aspirational is operationalized in Neo-Trad games. The play isn’t about curating content and spotlight management to ensure the realization of these things. It’s about putting intense pressure on these things...damn near constantly...testing these things HARD...and following where that test goes to see how PCs change/wilt/grow. Ideals/Bonds/Flaws/Traits don’t remotely do the same work in 5e as Relationships, Traits, and Belongings do in Dogs in the Vineyard...not conceptually, not in how they’re operationalized in play, and not in the results of play. Because they share names, people might things they’re superficially similar. But they’re not conceptually similar, the GM and system and players aren’t oriented to them similarly, and because of that, they’re operationalized dramatically differently (with different inputs and outputs on play). It’s kind of like Healing Surges in 4e and Hit Dice in 5e. Superficially similar but absolutely not remotely the same thing for a few pivotal design/integration reasons. [/QUOTE]
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