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RPGing and imagination: a fundamental point
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<blockquote data-quote="Pedantic" data-source="post: 9239833" data-attributes="member: 6690965"><p>The basic structure of what we're calling free checks is that a player proposes an action, and the GM makes the following determinations:</p><ol> <li data-xf-list-type="ol">Is it possible at all?</li> <li data-xf-list-type="ol">How should it be resolved? (i.e. what kind of check, check difficulty, time, and possibly how many actions/rounds of resolution it will take)</li> <li data-xf-list-type="ol">What is the ultimate effect of the action? (how does the game state change on either failure or success?)</li> </ol><p>Generally the GM will make those determinations on an action by action basis, and not collectively for all available actions, but you can imagine a player putting forward several possible actions for feedback before committing to any one of them. Ultimately, the GM is thus designing the available interactions in any given moment of gameplay, perhaps prompted by the player's suggestions or the constraints of the game's resolution system.</p><p></p><p>Skill Challenges expand on that structure by allowing a fixed number of actions but not allowing/requiring the GM to design them in the moment (with some flexibility for the variance of difficulties by different skills, or later iterations that offered gameplay elements other than success for a given action declaration).</p><p></p><p>I'm advocating for a very large set of actions created by designers before play begins, with the intent that players will apply them to a broad set of situations in novel combinations.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9239833, member: 6690965"] The basic structure of what we're calling free checks is that a player proposes an action, and the GM makes the following determinations: [LIST=1] [*]Is it possible at all? [*]How should it be resolved? (i.e. what kind of check, check difficulty, time, and possibly how many actions/rounds of resolution it will take) [*]What is the ultimate effect of the action? (how does the game state change on either failure or success?) [/LIST] Generally the GM will make those determinations on an action by action basis, and not collectively for all available actions, but you can imagine a player putting forward several possible actions for feedback before committing to any one of them. Ultimately, the GM is thus designing the available interactions in any given moment of gameplay, perhaps prompted by the player's suggestions or the constraints of the game's resolution system. Skill Challenges expand on that structure by allowing a fixed number of actions but not allowing/requiring the GM to design them in the moment (with some flexibility for the variance of difficulties by different skills, or later iterations that offered gameplay elements other than success for a given action declaration). I'm advocating for a very large set of actions created by designers before play begins, with the intent that players will apply them to a broad set of situations in novel combinations. [/QUOTE]
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