• Ziggurat@jlai.lu
    4·
    2 days ago

    And we’ll also have a lovely game of chicken as players try to gauge whether they need to move on or face being caught in the inferno.

    This is actually the part I was looking for, why do you want complex mechanics to deal with something which is part of the storyteller job ? and indeed, it can bring some games

    In my upcoming megadungeon Inkvein, each of the 4 factions has a 10-step event track. Which faction advances and at what time is randomised via dice rolls. This creates an unpredictable and evolving situation that even the GM gets to discover as it unfolds.

    One more example why I feel like OSR gamers and narravtive gamers are closer than what they claim, because it sounds like a narrative clock (Which actually is way older than the narrative trend, I’ve been using them as homebrew variant of long term actions for decades)

    • Coreworlder 🎲@dice.camp
      1·
      5 hours ago

      @Ziggurat I’m with you on the closeness of narrative games and OSR.

      I see them both as (in part) reactions to the heavily combat focused mechanics of D&D ≥ 3.

      I think the difference is that narrative games tend to include lots of mechanics that decid how good an outcome is while OSR puts the duty on the GM to weigh the factors at hand and judge the outcome (and goes back to slightly crunchier mechanics for combat).