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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Ratskinner" data-source="post: 7461554" data-attributes="member: 6688937"><p>No. At least no more than calling it the "story" (as you just did) or the "gameworld" (which seems to common parlance, IME.) Its a term we use when talking about the game or gameplay. Refusing to acknowledge that we will be creating a fictional narrative while we play the game seems delusional to me.</p><p></p><p></p><p></p><p>Wouldn't it be better if you actually had information about the injuries (or lack thereof) that the character had suffered? Any information about the type, cause, or nature of your wounds disappears (dare I say disassociates) into that abstraction. How many injuries did you suffer? How bad were they and who or what caused them...all gone. If you pay careful attention to the narrative at a D&D table, things get ridiculous in a hurry. Wounds appear and disappear without Fate at least gives you half a shot at that.</p><p></p><p>I have never once, thought to myself "I have 13/22 of my vigor, skill, luck, divine providence, or any of that other stuff Gygax describes HP as being, left." Have you? I submit that a combatant who pauses to do the accounting homework that my players often do would be dead. IRL, a warrior doesn't think "another swing of that sword and I'm dead." because <em>ANY/I] swing of that sword could kill them. I suspect any realistic combatant who took the time during combat to do the HP accounting that my players do would be dead.</em></p><p><em></em></p><p><em>If anything, HP are a pacing mechanic, and not much else.</em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em>HP definitely break that character view for me (Not in a huge way, mind you, but still it grates). From what I can tell, the only thing that keeps it from being so for folks like you is familiarity. For me, Fate points (and the compel mechanic you seem to be focusing on) don't. "You took 14 points" is a non-fictional abstraction, and immediately mechanical and not character-facing. "Since you're an <em>Unrepentant Alcoholic</em> Doesn't it make sense that you'd spend the night in the bar?" isn't, that's just playing the character as described.</em></p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7461554, member: 6688937"] No. At least no more than calling it the "story" (as you just did) or the "gameworld" (which seems to common parlance, IME.) Its a term we use when talking about the game or gameplay. Refusing to acknowledge that we will be creating a fictional narrative while we play the game seems delusional to me. Wouldn't it be better if you actually had information about the injuries (or lack thereof) that the character had suffered? Any information about the type, cause, or nature of your wounds disappears (dare I say disassociates) into that abstraction. How many injuries did you suffer? How bad were they and who or what caused them...all gone. If you pay careful attention to the narrative at a D&D table, things get ridiculous in a hurry. Wounds appear and disappear without Fate at least gives you half a shot at that. I have never once, thought to myself "I have 13/22 of my vigor, skill, luck, divine providence, or any of that other stuff Gygax describes HP as being, left." Have you? I submit that a combatant who pauses to do the accounting homework that my players often do would be dead. IRL, a warrior doesn't think "another swing of that sword and I'm dead." because [I]ANY/I] swing of that sword could kill them. I suspect any realistic combatant who took the time during combat to do the HP accounting that my players do would be dead. If anything, HP are a pacing mechanic, and not much else. HP definitely break that character view for me (Not in a huge way, mind you, but still it grates). From what I can tell, the only thing that keeps it from being so for folks like you is familiarity. For me, Fate points (and the compel mechanic you seem to be focusing on) don't. "You took 14 points" is a non-fictional abstraction, and immediately mechanical and not character-facing. "Since you're an [I]Unrepentant Alcoholic[/I] Doesn't it make sense that you'd spend the night in the bar?" isn't, that's just playing the character as described.[/I] [/QUOTE]
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