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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: 8869255" data-attributes="member: 82106"><p>HoML, or Heroes of Myth & Legend is just my 4e-esque even more story game, game. </p><p></p><p>And yes, trad or neo trad or whatever labels people use, things have been attempted since the days of 2e. It hasn't been a great deal of success, IMHO. 2e, for example, goes on and on about telling stories, but it fails architecturally in the most basic sense. That is, a story is about characters, but the players who play the characters have no power over the story at all! The GM authors an adventure/path/environment and the players have literally, classically, no say whatsoever about its content or how it works. They may influence the story, certainly, but only by essentially choosing between preexisting options, a menu presented by the GM, who thus owns the principle component of the story, the overall plot and subject matter. This is all pretty well-trodden game-analytical territory by this point. </p><p></p><p>In terms of adding stuff, well, why not? '6e' could say "When a situation arises where there is a conflict, doubt exists as to the outcome of an action, and the resolution of the conflict may be effected by the action, then the GM calls for a check. The player describes the action, and what a successful result will entail, that is the intent of the action. The player may describe any particular outcome in keeping with the fictional action and situation. If the check fails, the GM will describe the outcome, which may entail failure to achieve the character's intent, and/or consequences, complications, loss of resources, etc."</p><p> </p><p>I don't see why a (obviously more polished version) of the above couldn't replace the existing descriptions of the 5e check process, what it does, and how it works, etc. Now, as a player, I am able to have significant input into how the situations unfold and what they are about. I'd also add other things of course, like a stricture that scenes need to address something relevant to player character goals/motivations/backstory/etc. Maybe include a kind of distinction between scenes that are 'part of the action' and ones that are more 'story development' (IE the stuff you do in town, research projects, whatever). The game could give the GM the authority to state the situation in each scene, but the players would choose, as they do now, the sort of directions they wish to go in, particularly in the 'development' kind of mode, where they are likely to say "OK, the wizard goes to the library to research a spell to make him smell like elderberries" and that essentially defines the possible scene frames the GM can use (IE at the library, on the way to the library, etc.).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8869255, member: 82106"] HoML, or Heroes of Myth & Legend is just my 4e-esque even more story game, game. And yes, trad or neo trad or whatever labels people use, things have been attempted since the days of 2e. It hasn't been a great deal of success, IMHO. 2e, for example, goes on and on about telling stories, but it fails architecturally in the most basic sense. That is, a story is about characters, but the players who play the characters have no power over the story at all! The GM authors an adventure/path/environment and the players have literally, classically, no say whatsoever about its content or how it works. They may influence the story, certainly, but only by essentially choosing between preexisting options, a menu presented by the GM, who thus owns the principle component of the story, the overall plot and subject matter. This is all pretty well-trodden game-analytical territory by this point. In terms of adding stuff, well, why not? '6e' could say "When a situation arises where there is a conflict, doubt exists as to the outcome of an action, and the resolution of the conflict may be effected by the action, then the GM calls for a check. The player describes the action, and what a successful result will entail, that is the intent of the action. The player may describe any particular outcome in keeping with the fictional action and situation. If the check fails, the GM will describe the outcome, which may entail failure to achieve the character's intent, and/or consequences, complications, loss of resources, etc." I don't see why a (obviously more polished version) of the above couldn't replace the existing descriptions of the 5e check process, what it does, and how it works, etc. Now, as a player, I am able to have significant input into how the situations unfold and what they are about. I'd also add other things of course, like a stricture that scenes need to address something relevant to player character goals/motivations/backstory/etc. Maybe include a kind of distinction between scenes that are 'part of the action' and ones that are more 'story development' (IE the stuff you do in town, research projects, whatever). The game could give the GM the authority to state the situation in each scene, but the players would choose, as they do now, the sort of directions they wish to go in, particularly in the 'development' kind of mode, where they are likely to say "OK, the wizard goes to the library to research a spell to make him smell like elderberries" and that essentially defines the possible scene frames the GM can use (IE at the library, on the way to the library, etc.). [/QUOTE]
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