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What could One D&D do to push the game more toward story?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8862248" data-attributes="member: 82106"><p>Well, there are two responses to this post that seem like they are potentially useful. </p><p></p><p>The first is fairly 'nuts and bolts'. My feeling is that the easiest practical change would be to simply rework the 'making a check' system (by which I refer to basically all tosses of the d20 by the players). Have the player state an INTENT along with a course of action. Success indicates the character's intent is accomplished. Failure indicates something else happened, possibly the character got a version of what they wanted, maybe with consequences, or that their intent was not achieved at all. The GM can frame this how they want in that case, but in the former case the player's course of action is effective. This is not sufficient to make a story game in and of itself, but I think it is a necessary component, at least assuming the system still closely resembles 5e in other ways.</p><p></p><p>On a more theoretical level, I've not played a story game which does what you suggest, exactly. I mean, many story games include some sort of 'meta-game' that does include some of the elements you suggest, but others don't mention any of those things, and yet they are story games. I mean, most such games (all the ones I'm really familiar with at least) include scene-framing processes of some sort. So, I think it is not demonstrated that mechanics related to story, as such, and not to 'things happening in the plot of the story' (IE world-facing mechanics, albeit perhaps framed in meta-game terms) are strictly 'all that is required'. In fact I think such a game would be somewhat anemic.</p><p></p><p>I used to run a lightweight diceless story game, PACE, now and then. There are no mechanics that relate to anything 'in game' at all. In fact the game makes no assumptions of any sort about genre, etc. Its mechanics purely deal with "who gets to say how the next conflict/obstacle turns out." It also presents the structure of scenes, and presents rules for how character traits can be used along with 'plot points' to do the deciding. Honestly, while its certainly usable, the game is quite anemic overall. Its fine for a quick one-off, but the lack of actual rules governing how world and story relate can make it pretty hard to run. Blades in the Dark OTOH is much clearer, the game has a lot of things which make it flow, and none of that exists in PACE. So, I posit that an infrastructure focused on generating and 'activating' the fiction is at least really handy, if not completely vital.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8862248, member: 82106"] Well, there are two responses to this post that seem like they are potentially useful. The first is fairly 'nuts and bolts'. My feeling is that the easiest practical change would be to simply rework the 'making a check' system (by which I refer to basically all tosses of the d20 by the players). Have the player state an INTENT along with a course of action. Success indicates the character's intent is accomplished. Failure indicates something else happened, possibly the character got a version of what they wanted, maybe with consequences, or that their intent was not achieved at all. The GM can frame this how they want in that case, but in the former case the player's course of action is effective. This is not sufficient to make a story game in and of itself, but I think it is a necessary component, at least assuming the system still closely resembles 5e in other ways. On a more theoretical level, I've not played a story game which does what you suggest, exactly. I mean, many story games include some sort of 'meta-game' that does include some of the elements you suggest, but others don't mention any of those things, and yet they are story games. I mean, most such games (all the ones I'm really familiar with at least) include scene-framing processes of some sort. So, I think it is not demonstrated that mechanics related to story, as such, and not to 'things happening in the plot of the story' (IE world-facing mechanics, albeit perhaps framed in meta-game terms) are strictly 'all that is required'. In fact I think such a game would be somewhat anemic. I used to run a lightweight diceless story game, PACE, now and then. There are no mechanics that relate to anything 'in game' at all. In fact the game makes no assumptions of any sort about genre, etc. Its mechanics purely deal with "who gets to say how the next conflict/obstacle turns out." It also presents the structure of scenes, and presents rules for how character traits can be used along with 'plot points' to do the deciding. Honestly, while its certainly usable, the game is quite anemic overall. Its fine for a quick one-off, but the lack of actual rules governing how world and story relate can make it pretty hard to run. Blades in the Dark OTOH is much clearer, the game has a lot of things which make it flow, and none of that exists in PACE. So, I posit that an infrastructure focused on generating and 'activating' the fiction is at least really handy, if not completely vital. [/QUOTE]
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