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(+2)

Very late to the party here, and I think from the deleted posts you've dis-engaged, but real quick, as to why D&D would benefit from narrative tools, well, it's because approaching fiction as a story comes natural to us as humans. People embellish anecdotes and give them a plot because a simple recitation of events can be pretty boring, unless those events are pretty damn amazing, and even then, it's better with a plot.

So, it's very natural to think that as the gateway to the hobby for many, it might be better to talk to people in the sort of language they're used to from other media, rather than in the simulationist wargaming language that is its default. You may disagree, but wargaming, like hardcore strategic boardgaming, is an acquired taste, and while it's a taste I like, among many, it's going to be confusing to someone who isn't already steeped in its culture or isn't coming from a wargaming  or tactical / strategic gaming background. (My personal problem is that D&D is a terrible wargame, and I like more narrative games just as much so I'd rather play those than D&D, but that's another, uh, story.)

Of course, the one attempt to make use of the lessons learned from a medium that was heavily influenced by D&D, video games, resulted in 4e, which became one of the more reviled editions, even though that arguably was the best modern language for thoughts like "this monster doesn't have any context other than it being a cool monster to fight." (Personally, I felt like 4e came a lot closer in spirit to the way things were done "back in the day" while accepting modern innovations, but it appears if you can't kill a 1st level PC with a simple orc stab, it's not D&D or something. But again, my personal preferences are another story.)

There's a strong element of wanting to eat one's cake and have it still sitting untouched on the plate in some elements of D&D fandom, where fans want to claim D&D is good for deep story but don't want to engage with any tools that make it easier to do that, and still want it to be a tactical wargame, without engaging with any of the innovations in that realm since the 1970s. And that's on top of the whole "adventurers as colonizers" problem.

I don't think you need a BA in Art, Media, and Culture to understand that. Mine was a double major in Computer Science and English, by the way, in case it matters. ;-P

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