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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Emerikol" data-source="post: 7461582" data-attributes="member: 6698278"><p>Maybe I'm reading too much into your use of that word. My observation has been that people with your playstyle preferences are more apt to use the term the way you did but that is anecdotal.</p><p></p><p></p><p></p><p></p><p>I'm not seeking an absolute simulation. I am though wanting the information to be character information. And the player is the one who calculates and interprets. The character is acting on what would likely be instinctual knowledge. And in my games wounds don't appear and disappear without magic being involved. I can imagine that magic can in theory do anything and is constrained mainly by the type of game you desire.</p><p></p><p></p><p></p><p><em></em></p><p><em>I explained this above but let me emphasize it. The character is not thinking about numbers. The player gets the number from the DM and it is interpreted down to the character. This is necessary because the DM is our senses and language is our medium. The DM paints a picture and the character view comes into focus by filling in the details. So when you are in a terrible fight and are being driven back and are taking a few wounds, your anxiety over potential death will be the same anxiety generated by dwindling hit points.</em></p><p><em></em></p><p><em></em></p><p><em>That is a common accusation but for me it is not a correct description of my thinking on the matter. Abstract descriptive information about in game state used to convey information to a character is different from a player driven mechanic happening outside the character's mind and which the character would likely not choose. And I have no issue with anyone objecting to Hit Points for a variety of reasons like you don't like that level of abstraction. My only assertion is that I am consistent in what I like. </em></p><p><em></em></p><p><em></em></p><p><em>If my PC was an unrepentant alcoholic, I wouldn't have to nudge him to spend a night in the bar. He's just roleplay that he did that. </em></p><p><em></em></p><p><em>Look, I'm not trying to make you quit playing Fate or using Fate points. I'm just not interested in systems where the player chooses to use some abstract pool of points based on nothing in game to achieve advantages. So hero points, luck, fate points, bennies, are all not the kind of thing I'm interested in playing.</em></p><p><em></em></p><p><em>I do concede that Fate has an interesting take on how and why you get Fate points. I bought the game just out of interest and I've read the book. So I'm not hating on Fate and I wish people well who want to play it. It would be like me hating on the game of Sorry because I like Monopoly better. It really is about taste.</em></p></blockquote><p></p>
[QUOTE="Emerikol, post: 7461582, member: 6698278"] Maybe I'm reading too much into your use of that word. My observation has been that people with your playstyle preferences are more apt to use the term the way you did but that is anecdotal. I'm not seeking an absolute simulation. I am though wanting the information to be character information. And the player is the one who calculates and interprets. The character is acting on what would likely be instinctual knowledge. And in my games wounds don't appear and disappear without magic being involved. I can imagine that magic can in theory do anything and is constrained mainly by the type of game you desire. [I] I explained this above but let me emphasize it. The character is not thinking about numbers. The player gets the number from the DM and it is interpreted down to the character. This is necessary because the DM is our senses and language is our medium. The DM paints a picture and the character view comes into focus by filling in the details. So when you are in a terrible fight and are being driven back and are taking a few wounds, your anxiety over potential death will be the same anxiety generated by dwindling hit points. That is a common accusation but for me it is not a correct description of my thinking on the matter. Abstract descriptive information about in game state used to convey information to a character is different from a player driven mechanic happening outside the character's mind and which the character would likely not choose. And I have no issue with anyone objecting to Hit Points for a variety of reasons like you don't like that level of abstraction. My only assertion is that I am consistent in what I like. If my PC was an unrepentant alcoholic, I wouldn't have to nudge him to spend a night in the bar. He's just roleplay that he did that. Look, I'm not trying to make you quit playing Fate or using Fate points. I'm just not interested in systems where the player chooses to use some abstract pool of points based on nothing in game to achieve advantages. So hero points, luck, fate points, bennies, are all not the kind of thing I'm interested in playing. I do concede that Fate has an interesting take on how and why you get Fate points. I bought the game just out of interest and I've read the book. So I'm not hating on Fate and I wish people well who want to play it. It would be like me hating on the game of Sorry because I like Monopoly better. It really is about taste.[/i] [/QUOTE]
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