-While I'm not one of the devout followers of Ron Edwards, I do think the GNS Theory of roleplaying games has a lot of useful stuff in it. (For those not familiar with it, it divides the RPG experience into three categories: Gamist, in which you're trying to "win," narrativist, in which you're trying to "tell a story," and simulationist, in which you're trying to accurately simulate the source material (which may be "reality").)
-At the moment, I'm looking to buy, steal, or invent optional rules to be grafted on to the D&D 3.0 rules, which will encourage a more narrativist style of play. (D&D is strongly gamist.) Anyone got any suggestions? I suspect something like Weapons of the Gods' "buying into the setting" lore sheet rules might help . . .
-At the moment, I'm looking to buy, steal, or invent optional rules to be grafted on to the D&D 3.0 rules, which will encourage a more narrativist style of play. (D&D is strongly gamist.) Anyone got any suggestions? I suspect something like Weapons of the Gods' "buying into the setting" lore sheet rules might help . . .