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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: 8869237" data-attributes="member: 82106"><p>I would say we do somewhat different things. You talk of 'your plan for them', and I would posit that there is a range here which extends from my situation with HoML (my 4e hack) where the players make the plans, deciding what quests to go on, what quests may even be possible to go on, and how this relates to their characters, through the gamut of situation where the GM picks up more and more of that 'directing/planning' function, through prep or definitive statements about setting/environment/situation, through hard sandboxes where the players are picking one amongst a set of relatively preset options, and then on down into AP/module type play where there is a defined path or arc which has to be played out (or else things derail). Obviously you can pick and choose stuff from modules potentially in more or less sandboxy ways (and some modules, like the older TSR ones are very location-based and thus can work as sites within a bigger sandbox).</p><p></p><p>So, the difficulty I've seen with the kind of 'middle path' ways of doing things there is its pretty hard to architect a game that way. I mean, maybe it is possible, something like Torch Bearer is indicative of those possibilities, but its tricky. PbtA games' ability to do kind of the extreme story now end of the range is pretty straightforward, if you play how it says to play in Dungeon World you will get a game focused on the things the PCs do, and discover who they are pretty reliably. I'm 100% sure you can do what you do, someplace in the middle, but I have yet to see a game successfully spell out that formula, because it HEAVILY relies on "GMing by feel." I mean, BIFT/Inspiration type stuff provides signposts. I think there's some sentiment for trying to explain it in the 5e DMG, but 4e for instance is more successful (and not entirely) in explaining its story game approach IMHO, and enabling it, than 5e is in explaining something like what you are doing. I guess we will see what '6e' does, I'm not sure "Better BIFTS" will take it far though.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8869237, member: 82106"] I would say we do somewhat different things. You talk of 'your plan for them', and I would posit that there is a range here which extends from my situation with HoML (my 4e hack) where the players make the plans, deciding what quests to go on, what quests may even be possible to go on, and how this relates to their characters, through the gamut of situation where the GM picks up more and more of that 'directing/planning' function, through prep or definitive statements about setting/environment/situation, through hard sandboxes where the players are picking one amongst a set of relatively preset options, and then on down into AP/module type play where there is a defined path or arc which has to be played out (or else things derail). Obviously you can pick and choose stuff from modules potentially in more or less sandboxy ways (and some modules, like the older TSR ones are very location-based and thus can work as sites within a bigger sandbox). So, the difficulty I've seen with the kind of 'middle path' ways of doing things there is its pretty hard to architect a game that way. I mean, maybe it is possible, something like Torch Bearer is indicative of those possibilities, but its tricky. PbtA games' ability to do kind of the extreme story now end of the range is pretty straightforward, if you play how it says to play in Dungeon World you will get a game focused on the things the PCs do, and discover who they are pretty reliably. I'm 100% sure you can do what you do, someplace in the middle, but I have yet to see a game successfully spell out that formula, because it HEAVILY relies on "GMing by feel." I mean, BIFT/Inspiration type stuff provides signposts. I think there's some sentiment for trying to explain it in the 5e DMG, but 4e for instance is more successful (and not entirely) in explaining its story game approach IMHO, and enabling it, than 5e is in explaining something like what you are doing. I guess we will see what '6e' does, I'm not sure "Better BIFTS" will take it far though. [/QUOTE]
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