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The roots of 4e exposed?
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<blockquote data-quote="Manbearcat" data-source="post: 7464615" data-attributes="member: 6696971"><p>I definitely agree.</p><p></p><p>Take Blades in the Dark, for example. It’s has 3 phases of play:</p><p></p><p>Free Play</p><p>Score</p><p>Downtime</p><p></p><p>Each of those are effectively “scenes” or multiple scenes. However, only in certain cases (eg the GM deployment of a Clock or Opposing Clocks - very much kindred to 4e) will scene resolution be cemented in mechanically (rather than “organically”).</p><p></p><p>But we’re talking about 4e D&D noncombat conflict resolution whereby mechanical architecture is used (as it is in Cortex+, Fate, Dogs, or Blades when a GM uses Opposing Clocks) to determine (a) the dramatic pacing of a scene (while allowing players considerable agency in the mechanical goings-on of the evolving narrative...thereby considerable agency in that emergent fiction and in the manifestation of their PC archetype) and (b) when finality of resolution occurs (rather than GM discretion or table consensus).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7464615, member: 6696971"] I definitely agree. Take Blades in the Dark, for example. It’s has 3 phases of play: Free Play Score Downtime Each of those are effectively “scenes” or multiple scenes. However, only in certain cases (eg the GM deployment of a Clock or Opposing Clocks - very much kindred to 4e) will scene resolution be cemented in mechanically (rather than “organically”). But we’re talking about 4e D&D noncombat conflict resolution whereby mechanical architecture is used (as it is in Cortex+, Fate, Dogs, or Blades when a GM uses Opposing Clocks) to determine (a) the dramatic pacing of a scene (while allowing players considerable agency in the mechanical goings-on of the evolving narrative...thereby considerable agency in that emergent fiction and in the manifestation of their PC archetype) and (b) when finality of resolution occurs (rather than GM discretion or table consensus). [/QUOTE]
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