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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="pemerton" data-source="post: 9201750" data-attributes="member: 42582"><p>AW doesn't use "yes, and" as a resolution technique.</p><p></p><p>No. Player agency in AW is at just about the highest level possible for a RPG. It is not exercised by "choosing moves". It is exercised, as per [USER=82106]@AbdulAlhazred[/USER]'s post upthread, by saying what one's PC does in the fiction; and by establishing goals, wants, hates, hopes, etc for one's PC, such that the MC can <em>announce badness</em>, <em>put you in a spot</em>, <em>offer opportunities</em> and the like.</p><p></p><p>"Currency" is explained in the OP of this thread and some follow-up posts.</p><p></p><p>And it's not "uninclusive" to write a RPG that you (or anyone else) doesn't care to play. There are many movies produced, novels written etc that I don't care for. They're not, therefore, uninclusive. There are RPGs I don't are to play, too. They're not, therefore, uninclusive.</p><p></p><p>Your anecdotes about dramatic and compelling play don't establish that the opposite is not possible.</p><p></p><p>I also note that <em>constructing a story by recalling game events</em> is not remotely the same things as actually experiencing dramatic and compelling play.</p><p></p><p>No. What I described can happen in good level design, if the players happen to choose a particular path and suffer poor rolls when trying to pick locks and find secret doors. That's part of the point of Moldvay Basic - the PCs may have to retreat, go back and memorise better spells (eg Knock), come back with different gear (eg an axe or maul to get through the locked door), etc. It's not intended to support inhabitation of character in visceral RPGing. It's intended to invite the players to puzzle out the dungeon and extract the loot from its denizens. </p><p></p><p>I'm not sure what this is apropos of.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9201750, member: 42582"] AW doesn't use "yes, and" as a resolution technique. No. Player agency in AW is at just about the highest level possible for a RPG. It is not exercised by "choosing moves". It is exercised, as per [USER=82106]@AbdulAlhazred[/USER]'s post upthread, by saying what one's PC does in the fiction; and by establishing goals, wants, hates, hopes, etc for one's PC, such that the MC can [I]announce badness[/I], [I]put you in a spot[/I], [I]offer opportunities[/I] and the like. "Currency" is explained in the OP of this thread and some follow-up posts. And it's not "uninclusive" to write a RPG that you (or anyone else) doesn't care to play. There are many movies produced, novels written etc that I don't care for. They're not, therefore, uninclusive. There are RPGs I don't are to play, too. They're not, therefore, uninclusive. Your anecdotes about dramatic and compelling play don't establish that the opposite is not possible. I also note that [I]constructing a story by recalling game events[/I] is not remotely the same things as actually experiencing dramatic and compelling play. No. What I described can happen in good level design, if the players happen to choose a particular path and suffer poor rolls when trying to pick locks and find secret doors. That's part of the point of Moldvay Basic - the PCs may have to retreat, go back and memorise better spells (eg Knock), come back with different gear (eg an axe or maul to get through the locked door), etc. It's not intended to support inhabitation of character in visceral RPGing. It's intended to invite the players to puzzle out the dungeon and extract the loot from its denizens. I'm not sure what this is apropos of. [/QUOTE]
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