It is weird when you think about but pretty normal for online discourse.I find it weird that a number of folks in this thread are arguing one way or another about "pushing a game toward story" without actually bothering to define waht that means.
It is weird when you think about but pretty normal for online discourse.I find it weird that a number of folks in this thread are arguing one way or another about "pushing a game toward story" without actually bothering to define waht that means.
Traditionally, in D&D the non-combat stuff that you decide has traditionally been heavily reliant on GM adjudication. Sometimes PC skills or abilities almost serve - functionally if not quite literally - as descriptors that the GM uses to interpret their impact on the fiction (perhaps guided by a die roll or two).It's pretty clear that WotC is moving more in the "story" direction in the attempt to broaden the appeal of D&D and bring in players who aren't interested in the dungeon crawling aspects. There are a ton of people out there who might not be interested in going into a dungeon to get gold, but might find solving a mystery in a world of magic and dragons really interesting.
I think the idea of what can be done to make the D&D rules more focused in this direction comes from the fact that the system assumes you will interact with the skill or exploration system in a journey to get to the combat part of the game, and that combat and fighting things can solve big problems.
If you expect players to solve problems using their wits and skills without combat, D&D is (and this is my opinion only) a less than inspiring game, since that's not its focus. That's the point that at least I'm trying to get to: what makes for telling better story that doesn't lean on the combat part of the game.
Sure. This doesn't contradict what I posted.D&D is a multiplayer cooperative game. It requires that everyone in the game be at least sufficiently cooperative enough to accomplish some task. A MUD or an MMO is better for when you want to do your own things and not accomplish much and roleplay without regard for anyone else.
If a DM is running a pre-fab adventure, the characters being run need to be the kinds of characters who would get involved in that adventure. I personally do not like pre-fab adventures, but some people do, and "will actually play the adventure" is needed to justify those expensive hardbacks. If you're running Tomb of Horrors, and half the players would rather run a tailoring business in Waterdeep and the other half want to become dragon riders in Tassledale, then you are not actually running Tomb of Horrors.
This is a similar problem as the one trying to classify playstyles. There are words out there but little agreement as to what they mean.I asked precisely for this reason, but no examples or definitions were provided.![]()
Ok, which ones, what rules systems and how have you seen them used?I would argue that some of the features that take the NPC narrative away from the DM end up being anti-story. Behavior is no longer tied to motivation or cause and effect, and you've reduced the complexities of decision-making to a meta-game mechanic that can completely go against immersion.
You described one: "It could be further enhanced by things like Fate Points: - to be cashed in, in the event of a TPK. that is, convert it to a capture or waking up in the battle site sans equipment or what ever."Ok, which ones, what rules systems and how have you seen them used?
Probably the single best-known "narrative" game is Apocalypse World. It's the game that inspired PbtA.A more narrative/drama focused game could have mechanics relating to back story or other elements but I am not familiar with such games to suggest any category names or the mechanics to support them.

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