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Stonetop RPG - Session post-mortems
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<blockquote data-quote="Manbearcat" data-source="post: 8580727" data-attributes="member: 6696971"><p>You're fine!</p><p></p><p>When I have some solid time to dedicate to the effort + coinciding cognitive horsepower, I'm going to make a post about this subject exactly. I'm going to discuss the following things:</p><p></p><p>* System-wise, what makes up the constituent parts of Story Now games vs Step On Up games. Then I'm going to pull back and evaluate how those constituent parts (a) differ (subtly often) and (b) coalesce to create each's particular agenda for play and attendant experience by each participant.</p><p></p><p>* What is the cognitive workspace that each participant inhabits in this two types of games. How do they differ and, very importantly, is it possible (or probable) that increased experience/understanding with a system that is all three of (i) intricate, (ii) extremely Skilled Play intensive, and (iii) thematically robust (meaning framing and consequences and incentive structures are inextricably tethered to theme and premise) and demanding can drift from an initial orientation by the participants of Step On Up more toward Story Now?</p><p></p><p></p><p>This last part is very interesting to me. I think the divergent experiences of 4e has some purchase here. I think my experiences in GMing Torchbearer with veteran TB players vs new TB players has a tale to tell here. I think the differences of Mouse Guard and Torchbearer have a whole lot of purchase here (as we've discussed prior) because if you excised the intricacy and extreme Skilled Play intensiveness of Torchbearer, you would land squarely on Mouse Guard (which is no surprise as TB was birthed from MG's engine!).</p><p></p><p>Because you've mentioned it, I'll also discuss the differences between Stonetop's steading rules and integration vs TB2's LM rules for building out a Camp into a (hopefully persistent) steading.</p><p></p><p>Anyhoo, I'll get to that at some point in the future and when I do, I'll let you know!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8580727, member: 6696971"] You're fine! When I have some solid time to dedicate to the effort + coinciding cognitive horsepower, I'm going to make a post about this subject exactly. I'm going to discuss the following things: * System-wise, what makes up the constituent parts of Story Now games vs Step On Up games. Then I'm going to pull back and evaluate how those constituent parts (a) differ (subtly often) and (b) coalesce to create each's particular agenda for play and attendant experience by each participant. * What is the cognitive workspace that each participant inhabits in this two types of games. How do they differ and, very importantly, is it possible (or probable) that increased experience/understanding with a system that is all three of (i) intricate, (ii) extremely Skilled Play intensive, and (iii) thematically robust (meaning framing and consequences and incentive structures are inextricably tethered to theme and premise) and demanding can drift from an initial orientation by the participants of Step On Up more toward Story Now? This last part is very interesting to me. I think the divergent experiences of 4e has some purchase here. I think my experiences in GMing Torchbearer with veteran TB players vs new TB players has a tale to tell here. I think the differences of Mouse Guard and Torchbearer have a whole lot of purchase here (as we've discussed prior) because if you excised the intricacy and extreme Skilled Play intensiveness of Torchbearer, you would land squarely on Mouse Guard (which is no surprise as TB was birthed from MG's engine!). Because you've mentioned it, I'll also discuss the differences between Stonetop's steading rules and integration vs TB2's LM rules for building out a Camp into a (hopefully persistent) steading. Anyhoo, I'll get to that at some point in the future and when I do, I'll let you know! [/QUOTE]
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