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Worlds of Design: Games vs. Novels - Part 2
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<blockquote data-quote="Doctor Futurity" data-source="post: 8309424" data-attributes="member: 10738"><p>I feel that comparing PbtA games to D20 systems like D&D is a bit apples to oranges. Nothing you are doing in a PbtA game can't be done in D&D as a matter of narrative style and storytelling, but D&D does not impose mechanical restrictions to enforce a specific storytelling format. As a result, you get a greater range of potential versatility. PbtA games in contrast will give you a very directed and focused experience but it lacks legs for the long haul as the system of necessity eventually begins to look wide but shallow in the experience. Or put another way: I play PbtA games for short campaigns and one shots, but I apply the narrative chops to a game like D&D for long haul games over decades of diverse and interesting play that can run the gamut of styles of play with a wider range of creative potential (within some limits, driven my the core conceits).</p><p></p><p>This comparison reminds me of the time I picked up Trail of Cthulhu and realized the Gumshoe mechanic was an answer to a question I had never needed or asked because as a GM in Call of Cthulhu it was considered obvious to divulge information needed and allow for fail forward concepts in the die rolls. The problem was never in the mechanics but the advice.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 8309424, member: 10738"] I feel that comparing PbtA games to D20 systems like D&D is a bit apples to oranges. Nothing you are doing in a PbtA game can't be done in D&D as a matter of narrative style and storytelling, but D&D does not impose mechanical restrictions to enforce a specific storytelling format. As a result, you get a greater range of potential versatility. PbtA games in contrast will give you a very directed and focused experience but it lacks legs for the long haul as the system of necessity eventually begins to look wide but shallow in the experience. Or put another way: I play PbtA games for short campaigns and one shots, but I apply the narrative chops to a game like D&D for long haul games over decades of diverse and interesting play that can run the gamut of styles of play with a wider range of creative potential (within some limits, driven my the core conceits). This comparison reminds me of the time I picked up Trail of Cthulhu and realized the Gumshoe mechanic was an answer to a question I had never needed or asked because as a GM in Call of Cthulhu it was considered obvious to divulge information needed and allow for fail forward concepts in the die rolls. The problem was never in the mechanics but the advice. [/QUOTE]
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