FrogReaver
The most respectful and polite poster ever
Depends on the context for whether system matters. I know…. nuance is such a tough BBEG.'System doesn't matter but the games you like are vastly inferior for mechanical reasons'.
Depends on the context for whether system matters. I know…. nuance is such a tough BBEG.'System doesn't matter but the games you like are vastly inferior for mechanical reasons'.
I think there's often pushback. Look, all of this has a subjective element of interpretation. There are facts, like play A said X and consequently Y was established. I'd say there are differences of that sort between playing 5e in a typical fashion and playing AW by the book. I am entirely sure there's people playing 5e a bunch more like we play AW etc. than typical. We would all probably have to play together or something to establish exactly where everyone is at.You mean like happens to me when I share my lived experiences with other games, where others are dismissive of my lived experience when my lived experience doesn’t match theirs or their theories?
Huh?You mean like happens to me when I share my lived experiences with other games, where others are dismissive of my lived experience when my lived experience doesn’t match theirs or their theories?
I don't agree with this, for the reasons that Vincent Baker has given:Playing your character and the dm playing the others is collaborative storytelling, but it’s not just that. One can collaboratively storytell without any roleplaying at all.
Resolution mechanics just add some structure to that improv - roleplaying - collaborative storytelling that’s occurring.
Are you talking trends and popularity in design? Do not care about that.
As a lived experience they're quite distinct, and when clear and obvious differences that I have experienced, like the nature of player authority in different styles of play, are described as being irrelevant, non-existent, or trivial, then I know as an observed fact that said description is fatally flawed, right?
I’d suggest what’s actually happening is they are asserting the difference to be in a different place - not that there isn’t a big difference
You mean like happens to me when I share my lived experiences with other games, where others are dismissive of my lived experience when my lived experience doesn’t match theirs or their theories?
I feel like there's a fundamental difference between 'have a mechanic' and accurate presentation of realistic outcomes. Like if the later, even accounting for playability, is the goal, won't games tend to build on one another/themselves towards a higher degree of authenticity/accuracy. Yet I don't detect any such trend. It's almost like there's only a nominal bar that you have to exceed beyond which there's no further value at all.
Are you talking trends and popularity in design? Do not care about that.
I took @AbdulAlhazred to be making the point that, if the goal of this sort of design was realistic outcome, then there would be a type of progress or development in design somewhat comparable to what one sees in the development of scientific models and solutions to problems.I suspect he's talking about what the mass of players/GMs care about. That isn't necessarily a trend so much as recognition of what people have generally indicated they want for a very long time. You don't have to share their wants, but you have to live in the ecosystem they produce, none the less.
Its weird when you say you disagree with me and then when you elaborate you basically agree with me.In other words, rules (including resolution mechanics) don't just structure the "improv". They generate constraints on what can, or must, be said that produce fiction that no one would get to simply via improv.
Huh?
I don't agree with this, for the reasons that Vincent Baker has given:
if all your formal rules do is structure your group's ongoing agreement about what happens in the game, they are a) interchangeable with any other rpg rules out there, and b) probably a waste of your attention. Live negotiation and honest collaboration are almost certainly better. . . .
As far as I'm concerned, the purpose of an rpg's rules is to create the unwelcome and the unwanted in the game's fiction. The reason to play by rules is because you want the unwelcome and the unwanted - you want things that no vigorous creative agreement would ever create.
In other words, rules (including resolution mechanics) don't just structure the "improv". They generate constraints on what can, or must, be said that produce fiction that no one would get to simply via improv.
To give one very simple example: in many RPGs, including D&D, a character can die even though no one at the table wants that outcome as part of their shared fiction.
I think you draw out a good distinction here.The above might look and play very much like a writers' room, pending how obliging the "live negotiation and honest collaboration" are.