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<blockquote data-quote="chaochou" data-source="post: 6042896" data-attributes="member: 99817"><p>Kudos. I'm sure I'd enjoy a game like that.</p><p></p><p>Happily there are plenty of systems which I can run straight out of the book and get that kind of set-up done. It pretty much describes Fate and Burning Wheel to a T.</p><p></p><p>The mafia scene I described is from a Diaspora (sci-fi Fate) game I'm currently running.</p><p></p><p></p><p></p><p>There were other points raised in that post, but I'm thinking about these, and in particular in respect of D&D.</p><p></p><p>My instinct is that the discrepancy happens because players tend to get to the point in combat, but have a habit of not getting to the goddamn point when laying the charm on some NPC.</p><p></p><p>So I (or you) have to listen to five minutes of gibberish before we actually get to what they want, and even then it may only have been alluded to.</p><p></p><p>I tend to cut across the flowery speech and ask 'What are you trying to achieve here?' If they don't know it doesn't need a roll. If they have a goal I can say 'What are you saying/doing to achieve that?'.</p><p></p><p>Then I have to remember to set out the possible outcomes and difficulty before the roll so everyone is clear. When I have the presence of mind to stick to these processes I find running goes reasonably smoothly. When I don't I find social play can get mired in confusion, or 'nothing is happening' style apathy. I cut scenes like that the moment no-one is engaged.</p><p></p><p>To try and work that on-topic it definitely helps a game when the rules explain not just the rules but the hows and whys of the procedure for using them with your friends to make them work as intended.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6042896, member: 99817"] Kudos. I'm sure I'd enjoy a game like that. Happily there are plenty of systems which I can run straight out of the book and get that kind of set-up done. It pretty much describes Fate and Burning Wheel to a T. The mafia scene I described is from a Diaspora (sci-fi Fate) game I'm currently running. There were other points raised in that post, but I'm thinking about these, and in particular in respect of D&D. My instinct is that the discrepancy happens because players tend to get to the point in combat, but have a habit of not getting to the goddamn point when laying the charm on some NPC. So I (or you) have to listen to five minutes of gibberish before we actually get to what they want, and even then it may only have been alluded to. I tend to cut across the flowery speech and ask 'What are you trying to achieve here?' If they don't know it doesn't need a roll. If they have a goal I can say 'What are you saying/doing to achieve that?'. Then I have to remember to set out the possible outcomes and difficulty before the roll so everyone is clear. When I have the presence of mind to stick to these processes I find running goes reasonably smoothly. When I don't I find social play can get mired in confusion, or 'nothing is happening' style apathy. I cut scenes like that the moment no-one is engaged. To try and work that on-topic it definitely helps a game when the rules explain not just the rules but the hows and whys of the procedure for using them with your friends to make them work as intended. [/QUOTE]
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