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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="FrogReaver" data-source="post: 9197956" data-attributes="member: 6795602"><p>I think that depends on the fiction. Those could be the main thrusts of the 'story' or they could simply be some background to what the 'story' is really about. Neither is the 'right way'.</p><p></p><p>In D&D those most likely are mostly background elements to ground why you are adventuring - though maybe at some point they get elaborated on, but they don't have to because D&D is explicitly a game about heroic adventurers and not directly about characters resolving their personal issues.</p><p></p><p>There's design tradeoffs, whichever way we choose to design, but both are fine.</p><p></p><p></p><p>I'd start by asking did the game signal that, or did the player read into what the game was signaling?</p><p>Or do the players subjective view of effectiveness or lack thereof, mesh with the games?</p><p>Or is it the way this campaign is implemented that is driving the low effectivness instead of the 'game itself'?</p><p></p><p>I guess what I'm saying is I can tell you with a single play example whether I as a player feel this is happening, but can't suss out whether i'm the issue or the game is, whether it was simply this 1 campaign following those rules, or whether it was the rules themselves. Etc.</p><p></p><p>Or worst case, some players find the game signals the right things, that they are at the right effectiveness and that they played in the 'right campaign. Other players don't. How do you suss out which players are right?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9197956, member: 6795602"] I think that depends on the fiction. Those could be the main thrusts of the 'story' or they could simply be some background to what the 'story' is really about. Neither is the 'right way'. In D&D those most likely are mostly background elements to ground why you are adventuring - though maybe at some point they get elaborated on, but they don't have to because D&D is explicitly a game about heroic adventurers and not directly about characters resolving their personal issues. There's design tradeoffs, whichever way we choose to design, but both are fine. I'd start by asking did the game signal that, or did the player read into what the game was signaling? Or do the players subjective view of effectiveness or lack thereof, mesh with the games? Or is it the way this campaign is implemented that is driving the low effectivness instead of the 'game itself'? I guess what I'm saying is I can tell you with a single play example whether I as a player feel this is happening, but can't suss out whether i'm the issue or the game is, whether it was simply this 1 campaign following those rules, or whether it was the rules themselves. Etc. Or worst case, some players find the game signals the right things, that they are at the right effectiveness and that they played in the 'right campaign. Other players don't. How do you suss out which players are right? [/QUOTE]
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