Originally shared by SemiDarkArts
Narrative games have come a long way in the last five years; perhaps even longer. When I began playing Dungeon World about two years ago, I had about 12 months of Dungeons and Dragons under my belt. I was used to the crunchiness of the DnD system and the…
http://www.semidarkarts.com/2017/02/15/want-improve-battles-leave-hit-points-home/
I agree with the loss of flow. But still is difficult for me to understand that method without more examples. You ignore damage and hit points? Or only hit points? You ignore hit points on player characters?
The hit points of the NPCs. This doesn’t apply to players. Damage and rolls affect the narrative results, rather than chipping away at a tangible number. I’ll try to add some examples. Good points.
I’ve done this as well in my own campaign when I had an artificier battling multiple fiery salamanders. I let him know shot or two shot some when I wanted to encourage a fleeing fiery kingdom scene, rather than a stand your ground encounter.
Also did it with large goblin battles with my dad and brother where I’d just say the boss died early or lessen the quantity of enemies to let battle end on a strong note.
John Henry Is that something you are reporting as a player?
John Henry what’s the wound track system for WOD? I like WOD and would be glad to see it.
You might want to look at Fate Core conditions. It’s a great way to manage narrative damage!
John Henry you do know that those are hit pounts just called something different and worse because they cause a death spiral.
There is similar narrative damage in Worlds in Peril Addramyr Palinor
John Henry Can I ask why you want to discourage combat? It seems to me Dungeon World is best st action fantasy including the combat which I have found to be always cinematic if the gm is doing their job right.