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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="zakael19" data-source="post: 9335229" data-attributes="member: 7044099"><p>Hi. Im running 4e, 5e, and playing 4e story now as we speak (in metaphorical terms, not literally concurrently to be clear).</p><p></p><p>4e absolutely has the intent for minor quests to be player ideated in the DM tools, and discusses cooperative world building + player delineated objectives from DMG2. It’s not quite on the level of a nearly 15 year later spin of PBTA, but the bones are there for a DM to grab with minimal effort.</p><p></p><p>5e flat out doesn’t support it in the same way. Balance is way off - you have to tell casters their cool toys don’t work, or they have minimal costing to bypassing challenges in a way a martial doesn’t. A very different CR & health system means balanced encounters are hard to drop in, or challenging ones players can impact via scene resolution. Skill Challenges simply don’t work as well, 5e skills suck and lack the breadth needed + the math isn’t there for consistency. The core settings have too much color there, backgrounds lack questions and themes to spark the sort of linked “what are you fighting for” quick character “this is who I am” tags, etc etc.</p><p></p><p>I can approximate it, and my players are enjoying it (SC feedback has been across the board extremely positive), but the 5e iteration is missing the mechanical bits to work quickly and effectively.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9335229, member: 7044099"] Hi. Im running 4e, 5e, and playing 4e story now as we speak (in metaphorical terms, not literally concurrently to be clear). 4e absolutely has the intent for minor quests to be player ideated in the DM tools, and discusses cooperative world building + player delineated objectives from DMG2. It’s not quite on the level of a nearly 15 year later spin of PBTA, but the bones are there for a DM to grab with minimal effort. 5e flat out doesn’t support it in the same way. Balance is way off - you have to tell casters their cool toys don’t work, or they have minimal costing to bypassing challenges in a way a martial doesn’t. A very different CR & health system means balanced encounters are hard to drop in, or challenging ones players can impact via scene resolution. Skill Challenges simply don’t work as well, 5e skills suck and lack the breadth needed + the math isn’t there for consistency. The core settings have too much color there, backgrounds lack questions and themes to spark the sort of linked “what are you fighting for” quick character “this is who I am” tags, etc etc. I can approximate it, and my players are enjoying it (SC feedback has been across the board extremely positive), but the 5e iteration is missing the mechanical bits to work quickly and effectively. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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