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<blockquote data-quote="Charlaquin" data-source="post: 7295097" data-attributes="member: 6779196"><p>Not that surprised. It's easy to find fun in a game when you want to, and I'm sure if I played in your game I would enjoy myself well enough. Something gets lost when talking about these things in such theoretical terms.</p><p></p><p></p><p>Yeah. I'm not a fan of analyzing it in a way that separates story from mechanics. They are each an important part of the other, and statements like "80% story, 20% mechanics" or whatever set up a false narrative that story and mechanics are a zero sum equation. Rather, I like to put it in terms of the behaviors and thought processes that different approaches encourage. </p><p></p><p></p><p>Sounds like something we agree on.</p><p></p><p></p><p>Sure. It's not like we don't joke around during game, or no one ever breaks character or whatever. But when it comes to declaring and resolving actions, we've found it preferable for the players to communicate this in terms of in-fiction goal and approach, and to reserve dice and proficiency bonuses and what have you for resolving actions whose outcomes are uncertain.</p><p></p><p></p><p>Sure, I phrased that poorly. It may have been a matter of experience and familiarity <em>for you</em>, but in your initial that I was initially responding to, you said you wondered if this changes with familiarity and experience. The answer is no, at least not for me. Or rather, it did change, but in the opposite direction.</p><p></p><p></p><p>I object the word choice "putting the fun first" here, as if my approach somehow puts fun second. In fact, since for me and my group the fun comes from making decisions based on in-character information, and the dice are an occasionally-necessary step to determining the results of those decisions, my approach does put the fun first for my group.</p><p></p><p>That dismissive phrase aside, the answer to your question is yes. Much like Ovinomancer, I ran the game allowing players to initiate rolls for a long time, and it led to a lot of problems, which were difficult for me to identify at first until I tried running it a different way. I've found that it lead to a lot of rolls that are disconnected from the fiction and created warped player incentives.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7295097, member: 6779196"] Not that surprised. It's easy to find fun in a game when you want to, and I'm sure if I played in your game I would enjoy myself well enough. Something gets lost when talking about these things in such theoretical terms. Yeah. I'm not a fan of analyzing it in a way that separates story from mechanics. They are each an important part of the other, and statements like "80% story, 20% mechanics" or whatever set up a false narrative that story and mechanics are a zero sum equation. Rather, I like to put it in terms of the behaviors and thought processes that different approaches encourage. Sounds like something we agree on. Sure. It's not like we don't joke around during game, or no one ever breaks character or whatever. But when it comes to declaring and resolving actions, we've found it preferable for the players to communicate this in terms of in-fiction goal and approach, and to reserve dice and proficiency bonuses and what have you for resolving actions whose outcomes are uncertain. Sure, I phrased that poorly. It may have been a matter of experience and familiarity [I]for you[/I], but in your initial that I was initially responding to, you said you wondered if this changes with familiarity and experience. The answer is no, at least not for me. Or rather, it did change, but in the opposite direction. I object the word choice "putting the fun first" here, as if my approach somehow puts fun second. In fact, since for me and my group the fun comes from making decisions based on in-character information, and the dice are an occasionally-necessary step to determining the results of those decisions, my approach does put the fun first for my group. That dismissive phrase aside, the answer to your question is yes. Much like Ovinomancer, I ran the game allowing players to initiate rolls for a long time, and it led to a lot of problems, which were difficult for me to identify at first until I tried running it a different way. I've found that it lead to a lot of rolls that are disconnected from the fiction and created warped player incentives. [/QUOTE]
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