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D&D Older Editions
Reconciling 4e's rough edges with Story Now play
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8998981" data-attributes="member: 82106"><p>You spoke! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Its a good point. DMG2 certainly has a lot of stuff related to presentation of story. I'm not sure it necessarily reflects a very narrative or story now position though. Take the SC on P96 "War By Other Means", this SC doesn't just outline the goals of each side and some special mechanics, it also tries to nail down a lot of the plot elements from the start. Venna will try to bribe a character, Likewise Anders will do the same. Diplomacy - a character steps in as an advocate for one side or the other. </p><p></p><p>This is fine, but think about this challenge in a true Story Now perspective, the very FUNCTION of a challenge is different. This challenge is like a mini-game to play out on a pretty set board. Many things can happen, but if I was running it things would be much less defined. OK, the personalities of the negotiators, who the sides are, what they want, lets assume play prior to the declaration of an SC has established that. So, lets just play to see what happens. Maybe the PCs off someone, maybe they pay a bribe, maybe they demand payment from one side or the other. Heck, I have no idea, I'm just the GM, I don't make up any of the story! I can definitely use the SC mechanics to structure this encounter, but I don't need a lot of the definition, its going to fight against me. So, as a Story Now GAME DESIGNER, I'm not going to write DMG2 (at least this section) the way it is actually written.</p><p></p><p>And now, going back and reading the first couple sections of Chapter 1, it reads almost like a bit more polished version of the 2e DMG! This is pure trad! Create and relieve tension, even if you have to fudge! There is some decent advice that any GM can use. The bit on 'Decision Points' has some good bits. Its the same in the "Cooperative World Building" section, which certainly assumes that the generation of fiction belongs entirely to the GM and can only be 'loaned' to the players! Again, pure unadulterated trad straight out of AD&D! </p><p></p><p>Again, DMG2 contains a lot of useful parts, and its general mechanical description of SCs and including an explicit 'advantages' system and such can be really useful for Narrative play, but whomever decided what did and didn't go in (and most of the first 2 chapters are slightly edited Dragon articles), Kim Mohan perhaps? Or Bill Slavicsek? don't seem to be interested in story now!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8998981, member: 82106"] You spoke! ;) Its a good point. DMG2 certainly has a lot of stuff related to presentation of story. I'm not sure it necessarily reflects a very narrative or story now position though. Take the SC on P96 "War By Other Means", this SC doesn't just outline the goals of each side and some special mechanics, it also tries to nail down a lot of the plot elements from the start. Venna will try to bribe a character, Likewise Anders will do the same. Diplomacy - a character steps in as an advocate for one side or the other. This is fine, but think about this challenge in a true Story Now perspective, the very FUNCTION of a challenge is different. This challenge is like a mini-game to play out on a pretty set board. Many things can happen, but if I was running it things would be much less defined. OK, the personalities of the negotiators, who the sides are, what they want, lets assume play prior to the declaration of an SC has established that. So, lets just play to see what happens. Maybe the PCs off someone, maybe they pay a bribe, maybe they demand payment from one side or the other. Heck, I have no idea, I'm just the GM, I don't make up any of the story! I can definitely use the SC mechanics to structure this encounter, but I don't need a lot of the definition, its going to fight against me. So, as a Story Now GAME DESIGNER, I'm not going to write DMG2 (at least this section) the way it is actually written. And now, going back and reading the first couple sections of Chapter 1, it reads almost like a bit more polished version of the 2e DMG! This is pure trad! Create and relieve tension, even if you have to fudge! There is some decent advice that any GM can use. The bit on 'Decision Points' has some good bits. Its the same in the "Cooperative World Building" section, which certainly assumes that the generation of fiction belongs entirely to the GM and can only be 'loaned' to the players! Again, pure unadulterated trad straight out of AD&D! Again, DMG2 contains a lot of useful parts, and its general mechanical description of SCs and including an explicit 'advantages' system and such can be really useful for Narrative play, but whomever decided what did and didn't go in (and most of the first 2 chapters are slightly edited Dragon articles), Kim Mohan perhaps? Or Bill Slavicsek? don't seem to be interested in story now! [/QUOTE]
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