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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="pemerton" data-source="post: 5798869" data-attributes="member: 42582"><p>It's there.</p><p></p><p>You responded to this passage, which I repeated in my most recent post:</p><p></p><p style="margin-left: 20px">Conversely, when framing narratively intense scenes is allowed to override simulationist concerns, the hero will arrive "just in time" to try and stop the villain detonating the bomb (or sacrificing the prisoners, or . . .).</p><p></p><p>You asked, of the play described in the clause beginning "the hero",</p><p></p><p></p><p>I replied that, for me, it is. The rest of my posts have been reiterating that claim, adducing passages from other systems and designers (Maelstrom Storytelling, Paul Czege) that elaborate on how one GMs a "no failure offscreen game", and explaining how in such a game there may be long term consequences although they will typically not be operational or strategic consequences.</p><p></p><p>Well, I agree that an example of play that no one advocated, and that it didn't even occur to me you had in mind until you spelled it out in your previous post, is silly.</p><p></p><p>But I'm not really that fussed about declaring as silly approaches to play that - as far as I'm aware - not even the most railroading "story teller" GM would deploy. My interest is in making it clear why a certain sort of approach to play - timeline, timekeeping play of the sort that the Auld Grump advocated - is not a suitable solution to the 15 minute day for all scenarios and all playstyles.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5798869, member: 42582"] It's there. You responded to this passage, which I repeated in my most recent post: [indent]Conversely, when framing narratively intense scenes is allowed to override simulationist concerns, the hero will arrive "just in time" to try and stop the villain detonating the bomb (or sacrificing the prisoners, or . . .).[/indent] You asked, of the play described in the clause beginning "the hero", I replied that, for me, it is. The rest of my posts have been reiterating that claim, adducing passages from other systems and designers (Maelstrom Storytelling, Paul Czege) that elaborate on how one GMs a "no failure offscreen game", and explaining how in such a game there may be long term consequences although they will typically not be operational or strategic consequences. Well, I agree that an example of play that no one advocated, and that it didn't even occur to me you had in mind until you spelled it out in your previous post, is silly. But I'm not really that fussed about declaring as silly approaches to play that - as far as I'm aware - not even the most railroading "story teller" GM would deploy. My interest is in making it clear why a certain sort of approach to play - timeline, timekeeping play of the sort that the Auld Grump advocated - is not a suitable solution to the 15 minute day for all scenarios and all playstyles. [/QUOTE]
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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