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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: 8863079" data-attributes="member: 82106"><p>Given the way you speak of it, and that you've clearly not become familiar with any of these sorts of games (lets say PbtA games, though they are only a subset of story games), my feeling is you're not really understanding what they entail. </p><p></p><p>That is, 'story' is not particularly an element of a PbtA game, and one of the primary principles of these games is 'Play to See What Happens', which LITERALLY MEANS that story is fully emergent from play. Nothing within the game dictates story, at all. Story will inherently arise, because the process of play inevitably triggers the formation of some sort of story, but nothing is forced at all! In a DW game, for instance, players describe their characters using several mechanisms that are very similar to generic D&D (IE 6 ability scores, a class, a race, an alignment, and 'bonds' which are just descriptions of a couple pre-existing relationships each character has with one or two of the other PCs). DW is a 'low myth' game in a general sense, the GM does do prep, but first she asks the characters questions, and frames an initial scene in response. Then once that is resolved it will often lead to the definition of a steading (IE a base of operations for the PCs). Anyway, basically its remarkably similar to any other RPG aside from the GM is expected to generate action and scenes that directly engage the characters, although world events can certainly go on off-screen without any PC intervention. Honestly, Dungeon World is more like a really really good D&D game than anything else, it just produces that result a LOT more of the time than B/X or whatever does.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8863079, member: 82106"] Given the way you speak of it, and that you've clearly not become familiar with any of these sorts of games (lets say PbtA games, though they are only a subset of story games), my feeling is you're not really understanding what they entail. That is, 'story' is not particularly an element of a PbtA game, and one of the primary principles of these games is 'Play to See What Happens', which LITERALLY MEANS that story is fully emergent from play. Nothing within the game dictates story, at all. Story will inherently arise, because the process of play inevitably triggers the formation of some sort of story, but nothing is forced at all! In a DW game, for instance, players describe their characters using several mechanisms that are very similar to generic D&D (IE 6 ability scores, a class, a race, an alignment, and 'bonds' which are just descriptions of a couple pre-existing relationships each character has with one or two of the other PCs). DW is a 'low myth' game in a general sense, the GM does do prep, but first she asks the characters questions, and frames an initial scene in response. Then once that is resolved it will often lead to the definition of a steading (IE a base of operations for the PCs). Anyway, basically its remarkably similar to any other RPG aside from the GM is expected to generate action and scenes that directly engage the characters, although world events can certainly go on off-screen without any PC intervention. Honestly, Dungeon World is more like a really really good D&D game than anything else, it just produces that result a LOT more of the time than B/X or whatever does. [/QUOTE]
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What could One D&D do to push the game more toward story?
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