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What could One D&D do to push the game more toward story?
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<blockquote data-quote="AnotherGuy" data-source="post: 8866565" data-attributes="member: 7029930"><p>I agree. Given the characters at our table are level 13 and are of a certain age within the fiction - I have allowed them to select 10 (half their level +4 initial) Bonds, Ideals, Flaws, Personality Traits and Personal Goals for their characters. My intention is to offer more as rewards when the fiction calls for it.</p><p></p><p>Even though I am the final arbiter for success, I do not want to make it challenging for the players to earn Inspiration for their characters. The point was always to encourage leaning into story more and with this increased range of options it makes it easier for them to be creative/inspired. We are testing it out, it is still very early on. By the time we finish our campaign and ready to start another we will have a better idea where we could improve on the system.</p><p></p><p>Due to our pacing, the system appears to work for us, because within x sessions we would have dungeon-delved, travelled, long-rested, socialised and possibly down-timed...etc All of this is more than enough time for the players to lean into their character's story hooks.</p><p>Within the traditional dungeon - it really depends how much time (i.e. how many levels) the PCs are expected to adventure there.</p><p></p><p>Despite Undermountain being a traditional dungeon, I'd imagine its easier with this mechanic than a dungeon like ToA.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8866565, member: 7029930"] I agree. Given the characters at our table are level 13 and are of a certain age within the fiction - I have allowed them to select 10 (half their level +4 initial) Bonds, Ideals, Flaws, Personality Traits and Personal Goals for their characters. My intention is to offer more as rewards when the fiction calls for it. Even though I am the final arbiter for success, I do not want to make it challenging for the players to earn Inspiration for their characters. The point was always to encourage leaning into story more and with this increased range of options it makes it easier for them to be creative/inspired. We are testing it out, it is still very early on. By the time we finish our campaign and ready to start another we will have a better idea where we could improve on the system. Due to our pacing, the system appears to work for us, because within x sessions we would have dungeon-delved, travelled, long-rested, socialised and possibly down-timed...etc All of this is more than enough time for the players to lean into their character's story hooks. Within the traditional dungeon - it really depends how much time (i.e. how many levels) the PCs are expected to adventure there. Despite Undermountain being a traditional dungeon, I'd imagine its easier with this mechanic than a dungeon like ToA. [/QUOTE]
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What could One D&D do to push the game more toward story?
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