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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Aldarc" data-source="post: 7467263" data-attributes="member: 5142"><p>What constant string? You are welcome to count up any ad hominems I may have said about you and then I would invite you to do the same regarding ad hominems you have said about me, include calling me "the worst" just now, and you may find yourself at the nasty end of a surprise that should spur some self-reflection. I'm not saying what I'm saying to get a reaction. The sooner you can get over that and stop assigning malign intent to me or resorting to calling me a fool, the better. You need to understand that I and others genuinely have different opinions and viewpoints than you, and I don't form them out of any desire to troll you. </p><p></p><p>Sure, but (1) you are conflating terminology, as in your above example you mention, you talk of character stance rather than actor stance, which gets into the issue pemerton raised on the distinction of Actor Stance and being in-character. And (2) gameplay happens in a nebulous imagined space and not a cross-country drive of the American Midwest accessible with Google Maps. It is not an objective reality, but instead it is an imagined space that essentially being constantly <em>negotiated</em> between the GM and the players. Within this negotiation of the game world, stances naturally and instinctively change. </p><p></p><p>This example also does not touch upon the other common author stance example I mentioned, namely the whole "I need to find a reason for my character to get along with this new player character." That desire and drive comes author stance, even if one rationalizes it and subsequently performs it in-character. There are a lot of gameplay concerns that will drive the actions of players in ways that aren't from the position of an in-character actor: e.g., I want to get the game going, I want to finish this portion soon, I'm growing impatient with my fellow players, I'm in the mood for a fight scene, etc. </p><p></p><p>Sure, but I am not proposing that you change that. The proposal I made was for turning Second Wind into an ability that confers <em>temporary</em> hit points, which are classified and operate differently than "real" HP. If you have problems with temporary HP, you are going to have a lot more problems in 5e than simply the fighter and rogue. </p><p></p><p>I know that you are looking to find a way to make 5e work for you, but I'm sincerely having a hard time imagining that it would be worth the effort. Most of us are not game designers. It may be easier to find another system or hack a new system from 5e's skeleton framework. Because a lot of your views, aesthetics, and preferences are fundamentally unknown or undecipherable to many of us, even with your guidelines. So trying to provide you with any helpful feedback or suggestions often feels like trying to perform acupuncture on a wild bear in the pitch dark.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7467263, member: 5142"] What constant string? You are welcome to count up any ad hominems I may have said about you and then I would invite you to do the same regarding ad hominems you have said about me, include calling me "the worst" just now, and you may find yourself at the nasty end of a surprise that should spur some self-reflection. I'm not saying what I'm saying to get a reaction. The sooner you can get over that and stop assigning malign intent to me or resorting to calling me a fool, the better. You need to understand that I and others genuinely have different opinions and viewpoints than you, and I don't form them out of any desire to troll you. Sure, but (1) you are conflating terminology, as in your above example you mention, you talk of character stance rather than actor stance, which gets into the issue pemerton raised on the distinction of Actor Stance and being in-character. And (2) gameplay happens in a nebulous imagined space and not a cross-country drive of the American Midwest accessible with Google Maps. It is not an objective reality, but instead it is an imagined space that essentially being constantly [I]negotiated[/I] between the GM and the players. Within this negotiation of the game world, stances naturally and instinctively change. This example also does not touch upon the other common author stance example I mentioned, namely the whole "I need to find a reason for my character to get along with this new player character." That desire and drive comes author stance, even if one rationalizes it and subsequently performs it in-character. There are a lot of gameplay concerns that will drive the actions of players in ways that aren't from the position of an in-character actor: e.g., I want to get the game going, I want to finish this portion soon, I'm growing impatient with my fellow players, I'm in the mood for a fight scene, etc. Sure, but I am not proposing that you change that. The proposal I made was for turning Second Wind into an ability that confers [I]temporary[/I] hit points, which are classified and operate differently than "real" HP. If you have problems with temporary HP, you are going to have a lot more problems in 5e than simply the fighter and rogue. I know that you are looking to find a way to make 5e work for you, but I'm sincerely having a hard time imagining that it would be worth the effort. Most of us are not game designers. It may be easier to find another system or hack a new system from 5e's skeleton framework. Because a lot of your views, aesthetics, and preferences are fundamentally unknown or undecipherable to many of us, even with your guidelines. So trying to provide you with any helpful feedback or suggestions often feels like trying to perform acupuncture on a wild bear in the pitch dark. [/QUOTE]
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