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Reversing the order of narrative and dice (and musings on Star Wars: Edge of the Empire)
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<blockquote data-quote="I'm A Banana" data-source="post: 6301254" data-attributes="member: 2067"><p>It's a different relationship to the mechanics, though. I generally prefer the relationship to be mechanics as tools to help me tell the story I tell via declaring my actions, rather than mechanics as defining what the results are regardless of what actions I choose to narrate. </p><p></p><p>Which is to say, I'd prefer to make the choice to <strong>do</strong> a thing and then have the mechanics describe its effects (like, "I shoot at the stormtrooper! what happens?" *roll*), rather than having the mechanics tell me what happened in the round and leave me to fluff as necessary (*roll* "the stormtrooper took 3 hits, what hapepened there?" "I shot it!").</p><p></p><p></p><p></p><p>Ultimately, the level to which it occurred in other versions was irrelevant or ignorable in function, even if not in intent. I never had to worry about it. Elements of 4e (such as the way some statuses or class features just Always Work) make it something I can't as easily play without thinking about. </p><p></p><p>Which might be relevant for musings on EotE, too. As a core component, it's problematic for some people, but there's probably places you could get away with it without causing too much disruption for them. The benefits of nonbinary design. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6301254, member: 2067"] It's a different relationship to the mechanics, though. I generally prefer the relationship to be mechanics as tools to help me tell the story I tell via declaring my actions, rather than mechanics as defining what the results are regardless of what actions I choose to narrate. Which is to say, I'd prefer to make the choice to [B]do[/B] a thing and then have the mechanics describe its effects (like, "I shoot at the stormtrooper! what happens?" *roll*), rather than having the mechanics tell me what happened in the round and leave me to fluff as necessary (*roll* "the stormtrooper took 3 hits, what hapepened there?" "I shot it!"). Ultimately, the level to which it occurred in other versions was irrelevant or ignorable in function, even if not in intent. I never had to worry about it. Elements of 4e (such as the way some statuses or class features just Always Work) make it something I can't as easily play without thinking about. Which might be relevant for musings on EotE, too. As a core component, it's problematic for some people, but there's probably places you could get away with it without causing too much disruption for them. The benefits of nonbinary design. :) [/QUOTE]
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Reversing the order of narrative and dice (and musings on Star Wars: Edge of the Empire)
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