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Contrivance in story dynamics
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8820376" data-attributes="member: 82106"><p>You haven't played in a narratively focused game of this type, have you? Let us simply state unequivocally that this is not going to happen in any game of TB2, nor in games using similar sorts of mechanics, such as PbtAs and such.</p><p></p><p>TB2 certainly doesn't restrict itself to specific locations, travel is a significant element of the game. Obviously your old Dad is not going to be, fictionally, a good choice for a circles test when you're exploring the ruins of a dwarf city. OTOH your old friend Gundo the Dwarven Archaeologist whom you are trying to find here because nobody has heard from him in a month? That would be perfect!</p><p></p><p>Right, but that is a lot of the point of the way a game like TB2, or a PbtA (slightly different form of the same concept) will do things. Play is DRIVEN by these types of situations (albeit depending on the genre and tone the situations might be more or less far-fetched in nature). They WILL happen, and you will come up with them because, frankly, that is just how play is, similarly to how in B/X D&D you come up with ways to adjudicate some crazy plan to thwart a trap mechanism.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8820376, member: 82106"] You haven't played in a narratively focused game of this type, have you? Let us simply state unequivocally that this is not going to happen in any game of TB2, nor in games using similar sorts of mechanics, such as PbtAs and such. TB2 certainly doesn't restrict itself to specific locations, travel is a significant element of the game. Obviously your old Dad is not going to be, fictionally, a good choice for a circles test when you're exploring the ruins of a dwarf city. OTOH your old friend Gundo the Dwarven Archaeologist whom you are trying to find here because nobody has heard from him in a month? That would be perfect! Right, but that is a lot of the point of the way a game like TB2, or a PbtA (slightly different form of the same concept) will do things. Play is DRIVEN by these types of situations (albeit depending on the genre and tone the situations might be more or less far-fetched in nature). They WILL happen, and you will come up with them because, frankly, that is just how play is, similarly to how in B/X D&D you come up with ways to adjudicate some crazy plan to thwart a trap mechanism. [/QUOTE]
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