Irontruth |
Typically in most games, that would be too many pieces of information for a single resource spend. In that instance, it would more likely be that the story has already progressed about the escaped prisoner. Then something reveals that he's family (perhaps a resource spend) then later on, it would be another reveal that he was wrongly imprisoned.
Even in the movie these facts aren't revealed all at once. In a game, some of that information would have been from the GM, some might have come from the player. How it would play out in a game is purely hypothetical, but it's something that would be discovered through play and in the moment decisions, not an info dump all at once.
deinol |
Close. I think I'm more arguing that the difference in narrative control between "old school" and "new school" D&D variants is minimal - less than the difference between individual GMs.
I've mentioned more narrative games before in this thread.
I'll agree there. "new school" D&D still feel "old school" to me, since it's based on how we played when I first started (in the 80s), and I've visited many schools since.
thejeff |
Typically in most games, that would be too many pieces of information for a single resource spend. In that instance, it would more likely be that the story has already progressed about the escaped prisoner. Then something reveals that he's family (perhaps a resource spend) then later on, it would be another reveal that he was wrongly imprisoned.
Even in the movie these facts aren't revealed all at once. In a game, some of that information would have been from the GM, some might have come from the player. How it would play out in a game is purely hypothetical, but it's something that would be discovered through play and in the moment decisions, not an info dump all at once.
Fair enough, I was just trying to stick to the original bit.
My point remains that I don't want to be making that kind of world/narrative decision in play even on a smaller scale, because it pulls me away from being in character.