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What could One D&D do to push the game more toward story?
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<blockquote data-quote="overgeeked" data-source="post: 8858840" data-attributes="member: 86653"><p>Riffing on the other similarly titled thread...</p><p></p><p>I keep hearing about how modern D&D is a collaborative storytelling experience and how story trumps all. But then I look around to actual story games and they look nothing like 5E.</p><p></p><p>So, with the new edition, I wonder: what rules tweaks could the designers do to the 5E chassis to make it work better as a storytelling game?</p><p></p><p>The biggest issues with 5E as a good storytelling game is that whatever story happens is either an accident of the dice or must be imposed by the referee and/or the players rather than being naturally emergent from the mechanics. The closest we have to story-based mechanics in 5E is inspiration, and it is, at present, anemic. But, more often than not, the mechanics tend to get in the way of story rather than support it. You want to run an epic boss encounter, but the action economy and a few lucky crits could mean the fight's over in a round or two. You want a big scary bad guy, but forgot to write immune to stun and charm in their stat block, so your big bad gets to just stand there and drool while the PCs wreck their face. You want to play a cool, badass, heroic character but you have to roll a d20 to accomplish just about anything...no matter how unimportant. But that all makes for a boring story.</p><p></p><p>I think if D&D is going to be a storytelling game it should have some actual story-focused mechanics in the game. Provide primers on scene structure, act structure, how scene-and-sequel works, character motivations and arcs, picking scene goals, plot points, long dark night of the soul, save the cat, kick the dog, twists...you know...actual storytelling guides. A good primer on improv would be great, too. It should have metacurrency that can actually alter the story (for players and referees). It should maybe cut back on the pointless bookkeeping, too. Characters in stories die when the writer needs them to, so hit points are a waste of time to track. You rarely see characters in stories going to the bathroom or eating, so there's really no point in having the rules for food and water in a storytelling game. Come to think of it, everything in a story serves a purpose, whether plot- or character-based. So, in theory, the only things that should be in the game are story-focused mechanics. Everything else is superfluous.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8858840, member: 86653"] Riffing on the other similarly titled thread... I keep hearing about how modern D&D is a collaborative storytelling experience and how story trumps all. But then I look around to actual story games and they look nothing like 5E. So, with the new edition, I wonder: what rules tweaks could the designers do to the 5E chassis to make it work better as a storytelling game? The biggest issues with 5E as a good storytelling game is that whatever story happens is either an accident of the dice or must be imposed by the referee and/or the players rather than being naturally emergent from the mechanics. The closest we have to story-based mechanics in 5E is inspiration, and it is, at present, anemic. But, more often than not, the mechanics tend to get in the way of story rather than support it. You want to run an epic boss encounter, but the action economy and a few lucky crits could mean the fight's over in a round or two. You want a big scary bad guy, but forgot to write immune to stun and charm in their stat block, so your big bad gets to just stand there and drool while the PCs wreck their face. You want to play a cool, badass, heroic character but you have to roll a d20 to accomplish just about anything...no matter how unimportant. But that all makes for a boring story. I think if D&D is going to be a storytelling game it should have some actual story-focused mechanics in the game. Provide primers on scene structure, act structure, how scene-and-sequel works, character motivations and arcs, picking scene goals, plot points, long dark night of the soul, save the cat, kick the dog, twists...you know...actual storytelling guides. A good primer on improv would be great, too. It should have metacurrency that can actually alter the story (for players and referees). It should maybe cut back on the pointless bookkeeping, too. Characters in stories die when the writer needs them to, so hit points are a waste of time to track. You rarely see characters in stories going to the bathroom or eating, so there's really no point in having the rules for food and water in a storytelling game. Come to think of it, everything in a story serves a purpose, whether plot- or character-based. So, in theory, the only things that should be in the game are story-focused mechanics. Everything else is superfluous. Thoughts? [/QUOTE]
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