Don't know about BW, but the references to AD&D sound familiar.
Huh? You never had to speak your wish, that wasn't a mechanic.
The classic adjudication of the AD&D 1e Wish was to closely parse and twist the exact phrasing.
that's a horrible mechanic. I should never be forced to perform my character's actions to see them realized in game. This is akin to making the player of the fighter stand up and act out their attack routine before resolving it.
I couldn't easily agree more. I'm personally dead set against such 'player as resolution system' mechanics. Horrid stuff, limiting for no good reason.
Well, not for no reason, the idea is often to 'encourage RP' (conflating roleplaying with speaking in character). It's a frustrated thespian (another slanted label I like to toss out) thing.
So, this is a bit challenging, so stick with it and keep an open mind.
"If you don't want to be seen as stupid or bigoted, you must agree with me?"
Nothing here is meant to denigrate story now games or anyone's preferred style
If you feel the need to preface a diatribe against something with an assurance that's it's not, it probably is.
IDK if you really meant to do either of those things but I started reading your post, and it immediately made me very suspicious. But, I'm cynical, I project that sort of thing a lot. ;(
Story Now games are inherently built on Illusionism. While the standard definition (which I'm keeping)
So, 'Story Now,' and 'Illusionism' are both terms hatched in the catty environment of the Forge, among it's many convenient labels and theories that grew out of deeper and deeper examination of the false Role vs Roll dichotomy that consumed so much bandwidth in the 90s. Personally, I find the vast majority of usages of Forge terminology to be for nothing more nor less than denigrating a game or style other people like, or building up one that you like, even though it has little to recommend it.
That's my biased perception of the Forge, there, out in the open.
That said, the definitions of 'Story Now' and 'Illusionism' make the two pretty fundamentally incompatible. Illusionism is the probably-intended-to-be-pejorative label applied to a legitimate GMing technique, in which you move the story/campaign/action/whatever in a desirable (to you, the GM, it's very specific, that way) direction, in spite of the players taking actions that'd screw it up, /without tipping off the players that you're doing so/. If you're not good at illusionism or don't even try, it's just "GM Force," which is the same thing, except the players get to grumble about it.
As best as I understand it, in 'Story Now' the GM isn't meant to have any such agendas to 'Force,' so, by definition, doesn't have the opportunity to engage in illusionism.
Convenient, that.
I could see making a case that games that wrap themselves in the 'Story Now' label don't really meat the definition, or that the Forgite term is pernicious nonsense in the first place, but if you're going to stick with their definitions, you can't make the case that 'Story Now' is based on Illusionism, because, by those definitions, the two are antithetical.
points to specific instances, and works well, Story Now games act
Can I say that it's my intent as a player matters when nothing but my intent can matter? This is a subtle issue, somewhat related to the 'when everyone is special' chestnut.
Like in the Incredibles, yeah, that's a point the insane villain makes. ;P The difference I see, though, is that it's about leveling, making everyone the same, when the Story Now concept doesn't go there, it doesn't making every one or every thing the same, it focuses on specific things, just things chosen by the players, rather than things chosen by the DM (which if the DM /makes/ the game focus on them, in spite of player decisions, is Forgite 'DM Force,' and if he successfully hides that he's doing so, 'Illusionism').
when the players first see the skulker there's one overriding fact about the skulker's motivation: it will hinge on what the players have declared as their intents.
Sure, because otherwise it wouldn't be worth engaging. In, I guess, the 'Story Never' style, you investigate the skulker, find out he has nothing to do even tangentially with anything you're concerned with, shrug, and never get that game time back. Then, you proceed to go searching for things that don't exist and uncovering things you don't care about.
Now, that's not necessarily bad (or even a little be bad), but it does invoke Illusionism because, from the player side, it appears as if your decisions matter.
Not the definition of illusionism. Arguably an 'illusion,' in the same sense that any game of imagination may be, but not the specific Forgite slanted label in question.
I'm about to start playing a BW campaign. I posted some details of my PC upthread - he is Faithful and hence I will have to be speaking prayers. I don't see it as horrible. I'm looking forward to it.
There is something more demanding about being obliged to speak my character's prayers.
There's certainly something more demanding about it. But if you're not good at extemporizing 'good' (in the GM's judgement, I assume) prayers, you're not going to be able to play the character effectively, right? That doesn't sound like a great mechanic, as a mechanic, even if the way it encourages speaking in character is desirable for reasons of other preferences....
That means that you wouldn't like that sort of game. But I don't see why that makes it a horrible mechanic.
Because it closes off player options. You can't play a character too different from yourself. Because it's essentially imbalanced (it favors players who have the talents the resolution system requires), and even innately unfair (because evaluating the player's performance generally rests entirely on the GM, inviting bias).
I am pretty bad at tactical wargaming. Does that mean that tactical resolution systems in RPGs are "horrible mechanics" and that non-tactical systems like HeroWars/Quest simple contests are the only acceptable ones?
If it means you can't play a tactically adept PC because of that, yes. If, OTOH, the system has ways of modeling such abilities without requiring the player providing it, not so much.
I know some people who are bad at probability and hence can't really use complex dice mechanics effectively. Does that make those "horrible mechanics".
It's a strike against them, especially if the rewards for that form of system mastery are excessive.
I'm terrible at bluffing and lack the patience necessary, and so am a ridiculously easy mark playing poker. Does that make poker a horrible game, or just one to which I'm not well suited?
It makes playing a hand of poker a horrible resolution system for an RPG.
I guess my feeling is that different games invoke different skills and inclinations, and it's not the measure of a "horrible mechanic: that it's not universally enjoyed.
Sure. Functionality, clarity, playability, balance, basic fairness - lacking enough of those can make a mechanic horrible. Player-as-resolution-system mechanics can easily lack every positive quality a mechanic should have.
A mechanic in a role-playing game that forces play-acting is actively uninviting to an entire swath of potential players. That you don't find it so really isn't an argument.
Many things are unimviting to many people. The whole of D&D is obviously uninviting to some - perhaps many - potential players, in so far as there are people who like fantasy and like games yet don't play D&D.
I don't think that's the measure of a "horrible mechanic".
I'm not sure I've ever seen a tu quoque (essentially "other people do it, too" used a justification for something) argument for a mechanic. That's a new one.
Can't say I haven't seen it before. Maybe not as much as appeals to popularity, a favored defense against all sorts of criticisms,
especially when defending D&D, which is, afterall, the #1 RPG. And, of course, appeals to un-popularity like 'such-and-such is a horrible mechanic because lots of people wouldn't like it.'