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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: 8858867" data-attributes="member: 86653"><p>Right. But what that actually means, how it works at the table isn't really well explained in the context of D&D. Yes, and...okay what is that, what does it look like, how does it work, etc. I know it's an improv technique. I know what it looks like in that context, and how it works, but it very quickly makes D&D nonsensical if actually applied. </p><p></p><p>Player: "Look, I just found the Rod of Seven Parts in this bag of holding. What luck."</p><p></p><p>Referee: "Yes, and an eagle swoops down and steals it from you." </p><p></p><p>The player wants to be able to declare their bit but, importantly, for the referee to not be able to do that response.</p><p></p><p>In PbtA, the results are 41.67% fail, 41.67% mixed, and 16.67% success. You could easily swap out DCs for the rough equivalent for that in D&D. Say 1-8 = fail, 9-16 = mixed, and 17-20 = success. Or tack on a degrees of success with 5 lower than the needed DC and 5 higher than the needed DC. </p><p></p><p>I think something like Fate's compels needs to be in the game, honestly. If we're going for proper storygame here then we need something that will give the player a coupon for playing along and biting plot hooks.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8858867, member: 86653"] Right. But what that actually means, how it works at the table isn't really well explained in the context of D&D. Yes, and...okay what is that, what does it look like, how does it work, etc. I know it's an improv technique. I know what it looks like in that context, and how it works, but it very quickly makes D&D nonsensical if actually applied. Player: "Look, I just found the Rod of Seven Parts in this bag of holding. What luck." Referee: "Yes, and an eagle swoops down and steals it from you." The player wants to be able to declare their bit but, importantly, for the referee to not be able to do that response. In PbtA, the results are 41.67% fail, 41.67% mixed, and 16.67% success. You could easily swap out DCs for the rough equivalent for that in D&D. Say 1-8 = fail, 9-16 = mixed, and 17-20 = success. Or tack on a degrees of success with 5 lower than the needed DC and 5 higher than the needed DC. I think something like Fate's compels needs to be in the game, honestly. If we're going for proper storygame here then we need something that will give the player a coupon for playing along and biting plot hooks. [/QUOTE]
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What could One D&D do to push the game more toward story?
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