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What could One D&D do to push the game more toward story?
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<blockquote data-quote="Malmuria" data-source="post: 8859404" data-attributes="member: 7030755"><p>This will never happen, but maybe as a houserule: make rolls matter more. For example, when you succeed on a roll it often changes the gamestate but when you fail on a roll it often does not. For example: you are trying to persuade the guard at the masquerade ball to let you in, you fail your roll, he refuses to let you in. If this same thing happened in Blades in the Dark, there would be some sort of consequence (and there are guidelines for how to make up a consequence). </p><p></p><p>This can work for successful rolls also. I suspect that a lot of players interpret the die roll to indicate <em>quality</em> of success and failure in a narrative way, but there is no rule that makes this so. For example, when people roll very low, they might narrate what they do as humorous incompetence ("2 for perception. My druid is too busy looking at the flowers! ::laughter:<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Similarly, when people roll high the dm might view that as a quality of success ("ok those of you who got a 15 or higher notice the goblins, but Cleric, with your 23, you notice that some of them appear to be riding wolves").</p><p></p><p>This sort of thing means that something always happens and keeps the narrative progression of the game moving forward.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8859404, member: 7030755"] This will never happen, but maybe as a houserule: make rolls matter more. For example, when you succeed on a roll it often changes the gamestate but when you fail on a roll it often does not. For example: you are trying to persuade the guard at the masquerade ball to let you in, you fail your roll, he refuses to let you in. If this same thing happened in Blades in the Dark, there would be some sort of consequence (and there are guidelines for how to make up a consequence). This can work for successful rolls also. I suspect that a lot of players interpret the die roll to indicate [I]quality[/I] of success and failure in a narrative way, but there is no rule that makes this so. For example, when people roll very low, they might narrate what they do as humorous incompetence ("2 for perception. My druid is too busy looking at the flowers! ::laughter::). Similarly, when people roll high the dm might view that as a quality of success ("ok those of you who got a 15 or higher notice the goblins, but Cleric, with your 23, you notice that some of them appear to be riding wolves"). This sort of thing means that something always happens and keeps the narrative progression of the game moving forward. [/QUOTE]
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What could One D&D do to push the game more toward story?
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