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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: 8863597" data-attributes="member: 82106"><p>Yeah, as an example of this sort of design, in my own game you play, and during play you may run into situations (will, if you play correctly) where the PCs 'get stuff', which I call 'boons'. Any time a PC gains a major boon, which would be, say, a magic sword, they also gain a level. There are callings (classes) but they don't, mostly, force you to get only certain boons, story logic handles that. A lot of it is likely to be player preference too in actual play (IE whomever wants a magic sword as part of their character concept picks it up). Players are also expected to author quests for their PCs, which are a primary source of the narrative drive, and generally imply some sort of boon (IE find the Altar of Sunlight, you can bet what you will get when you pray there, right). </p><p></p><p>I think it sounds like One D&D is trying to move at least somewhat in the same direction. To Be Honest, this is basically going back to roughly where 4e was almost 15 years ago, where you pick powers, feats, and then PP and ED, as well as items, which constantly reflect the incremental development of your PC in whatever direction, and then also provide a lot of story leverage. Heroes of Myth & Legend just kind of amped that up, so I expect One D&D won't quite hit the same focus there as HoML does. But then I'm a fan of pushing things in RPG design, and paring away the non-essential.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8863597, member: 82106"] Yeah, as an example of this sort of design, in my own game you play, and during play you may run into situations (will, if you play correctly) where the PCs 'get stuff', which I call 'boons'. Any time a PC gains a major boon, which would be, say, a magic sword, they also gain a level. There are callings (classes) but they don't, mostly, force you to get only certain boons, story logic handles that. A lot of it is likely to be player preference too in actual play (IE whomever wants a magic sword as part of their character concept picks it up). Players are also expected to author quests for their PCs, which are a primary source of the narrative drive, and generally imply some sort of boon (IE find the Altar of Sunlight, you can bet what you will get when you pray there, right). I think it sounds like One D&D is trying to move at least somewhat in the same direction. To Be Honest, this is basically going back to roughly where 4e was almost 15 years ago, where you pick powers, feats, and then PP and ED, as well as items, which constantly reflect the incremental development of your PC in whatever direction, and then also provide a lot of story leverage. Heroes of Myth & Legend just kind of amped that up, so I expect One D&D won't quite hit the same focus there as HoML does. But then I'm a fan of pushing things in RPG design, and paring away the non-essential. [/QUOTE]
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What could One D&D do to push the game more toward story?
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