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What could One D&D do to push the game more toward story?
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<blockquote data-quote="SteveC" data-source="post: 8859040" data-attributes="member: 9053"><p>There are many things that they could do, but I don't expect the new edition to go into them. There are many games out there that have strong mechanical story support, but these games are also really different from the D&D experience. From Fate to Blades in the Dark to Swords of the Serpentine to Dungeon World there are a lot of games out there. The problem is that they approach things quite differently to traditional D&D because they were designed in response to D&D and to do things that it didn't do well.</p><p></p><p>What could be done, it to separate the different pillars of play in execution. If you've seen the game ICONS, it uses a D20 combat system matched up with the Blades in the Dark skill system and it works pretty well. With the concept of "pillars" of the game that we heard about during the playtest for D&D Next, this is something that could really work.</p><p></p><p>But, I think everyone knows that won't happen, since it would be a massive change to the game and not something that current casual players would easily adopt. I remember saying that the notion of adventures that didn't require combat to solve would be a massive shift in the game, but it turns out that they were just bolted on to existing mechanics, that don't serve them really well.</p><p></p><p>What I think will happen: I think the next DMG will have a few 1-2 page modules that attempt to offer some mechanical support for more "story" approaches, so you might have the shell of a mystery mechanic or a social conflict system. I'd say that will be about it.</p></blockquote><p></p>
[QUOTE="SteveC, post: 8859040, member: 9053"] There are many things that they could do, but I don't expect the new edition to go into them. There are many games out there that have strong mechanical story support, but these games are also really different from the D&D experience. From Fate to Blades in the Dark to Swords of the Serpentine to Dungeon World there are a lot of games out there. The problem is that they approach things quite differently to traditional D&D because they were designed in response to D&D and to do things that it didn't do well. What could be done, it to separate the different pillars of play in execution. If you've seen the game ICONS, it uses a D20 combat system matched up with the Blades in the Dark skill system and it works pretty well. With the concept of "pillars" of the game that we heard about during the playtest for D&D Next, this is something that could really work. But, I think everyone knows that won't happen, since it would be a massive change to the game and not something that current casual players would easily adopt. I remember saying that the notion of adventures that didn't require combat to solve would be a massive shift in the game, but it turns out that they were just bolted on to existing mechanics, that don't serve them really well. What I think will happen: I think the next DMG will have a few 1-2 page modules that attempt to offer some mechanical support for more "story" approaches, so you might have the shell of a mystery mechanic or a social conflict system. I'd say that will be about it. [/QUOTE]
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