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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: 8864263" data-attributes="member: 9053"><p>I think that you haven't seen a solid definition of the "story emphasis" that people want or see WotC embracing, because it means different things to different people and there really is no one definition. I know I've been talking about this issue since the 90s on Usenet where I first heard it seriously discussed and that's been a long time.</p><p></p><p><strong>For me</strong>, I'd start with wanting the skill/exploration/social systems in D&D to have the same emphasis as the combat portions. I think about a lot of the scenarios in the Radiant Citadel and think that they would run much better in another game system. </p><p></p><p>Added on to that, I would love to see an element of Narrativism (and that's a huge can of worms in itself) where there is more attention to the story itself, with more player input, so Aspects, improvisational elements, fail forward and something to keep the session from being derailed by failed skill checks.</p><p></p><p>Now I know for 100% certainty that all that is not something a lot of people want in their game, and I also don't expect WotC to go very far with it for precisely the point that it's too different from traditional D&D. I also know that doing something along these lines would really broaden the appeal of the game to the sorts of people they seem to be appealing to.</p></blockquote><p></p>
[QUOTE="SteveC, post: 8864263, member: 9053"] I think that you haven't seen a solid definition of the "story emphasis" that people want or see WotC embracing, because it means different things to different people and there really is no one definition. I know I've been talking about this issue since the 90s on Usenet where I first heard it seriously discussed and that's been a long time. [B]For me[/B], I'd start with wanting the skill/exploration/social systems in D&D to have the same emphasis as the combat portions. I think about a lot of the scenarios in the Radiant Citadel and think that they would run much better in another game system. Added on to that, I would love to see an element of Narrativism (and that's a huge can of worms in itself) where there is more attention to the story itself, with more player input, so Aspects, improvisational elements, fail forward and something to keep the session from being derailed by failed skill checks. Now I know for 100% certainty that all that is not something a lot of people want in their game, and I also don't expect WotC to go very far with it for precisely the point that it's too different from traditional D&D. I also know that doing something along these lines would really broaden the appeal of the game to the sorts of people they seem to be appealing to. [/QUOTE]
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What could One D&D do to push the game more toward story?
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