doctorhook
Legend
I've been playing 5E since release, and my group really loves it. As DM, one of my favorite features of this edition is the system of bonds, traits, and flaws. Bonds in particular give me so many more plot-hooks to build the characters' story around, and my players seem to prefer having characters strongly integrated into the story. However, lately I've been looking into narrative games such as FATE and Dungeon World, and I really liked the way these games take the idea of bonds to a whole new level.
I'm about to start running my group though Princes of Apocalypse. We really enjoy 5E and don't intend to drop it, but I'm seriously interested in improving or replacing 5E's bonds, traits, and flaws system with something more substantial. I'd love to crib from some of the stuff I've seen in Dungeon World or FATE (or something similarly narrativist) but I'm not familiar enough with those systems to know how or what to take.
Any suggestions?
I'm about to start running my group though Princes of Apocalypse. We really enjoy 5E and don't intend to drop it, but I'm seriously interested in improving or replacing 5E's bonds, traits, and flaws system with something more substantial. I'd love to crib from some of the stuff I've seen in Dungeon World or FATE (or something similarly narrativist) but I'm not familiar enough with those systems to know how or what to take.
Any suggestions?