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(+3)

My understanding of your line of thinking, Axes&Orcs, is that you're presenting two points:

1. D&D is not (and is not intended to be) a game that's designed with narrative structure in mind. (And maybe 1a: If people want narrative structure there are better games out there.)

2. Because 1, creating space in the text of D&D for what we might call "narrative training tools" is unnecessary.

If those are accurate readings of your points, I agree with point 1 but I think point 2 is no hill to die on. 

You're right that D&D was designed with particular goals in mind, a lot of people use D&D for stuff that's well beyond those goals (my feathers always get a bit ruffled when I hear "we played the best game of D&D ever last night... we never even picked up the dice!"), and those people might have an experience that's closer to their flavor of fun if they used a different game. 

But for point 2, I feel like there's a lot of stuff in the D&D books that people never use (if we limit ourselves just to the PHB: travel, encumbrance, trade goods, underwater combat, etc.). To me, it doesn't feel like a betrayal of D&D's design if WOTC adds a few paragraphs (or even a whole chapter) on how narrative structure can be noticed and highlighted in the course of improvisational and/or tactical play.

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