I think perhaps his questions stem from his inability to reconcile certain ideas from some posters rather than him being unable to understand the things you’re saying.
So his inability is that he doesn’t recognize that different people are, in fact, different people who may phrase things differently?
Like… maybe try and approach this conversation from the POV of someone who doesn’t accept that encounters are an essential unit of play? Maybe accept that, based on the many posts about what “encounter” means, there’s not some universal version that everyone accepts and understands?
He doesn’t even accept or recognize
one version. Like I told you, he was completely baffled by the idea I didn’t force my players into an encounter and that I was fine with them ignoring it. Even though I explained it to him multiple times that it was their choice as to whether they bit the hook or not. That doesn’t strike me as someone who simply doesn’t understand, especially when you consider comparisons he has made re: his games and GMing style versus other people’s (more intimate, more empowering), and who continually uses the words fictional and
imaginary when we discuss how we do things, as if we’re either stupid of outright delusional and believe our settings and situations are literally real, or how he wouldn’t use that term (bypassed encounter) in-character, therefore it’s incorrect, while thus far not answering my question as to whether he uses terms like “ob 2 test” in character.
That strikes me as someone who has preconceived notions about how other games are run and refuses to let go of them.
Like… I could insist that your game contains a downtime phase or a town phase as they exist in other games, and then I can make comments about that… and if I did, I should just accept that you understand those comments?
See, it would be one thing if I explained things to him once or twice. That’s fine. But we have several people explaining the exact same things, using pretty much the same language and even the same examples, probably thirty or more times by now. Or more.
Plus, as I’ve said before about this, if I don’t know what you mean when you say downtime phase, I would just google it. “RPG downtime phase.” In fact, I just did, and got a bunch of hits: blogs, reddit posts, info directly from various games’ own websites, etc.
If you had to explain a very common gaming term like “downtime phase” to me thirty times, I’d bet you’d start wondering if I were actually troll.
That’s not what I said. I said “resolving encounters”. I said nothing about them having to be solely combat encounters.
Except that was in relation to advancement:
I think the advancement angle is an interesting one, and now that you say it, i think it connects with the very idea of encounters and then prep.
And we’ve been talking about D&D which, and specifically about XP versus milestone. And D&D doesn’t do XP for social encounters—except possibly with some optional rule tucked away somewhere in the DMG that I can’t remember right now—and I can’t remember what the rules for XP are for resolving hostile situations peacefully
because I don’t use them. But both you and
@zakael19 made some big assumptions about how I play without asking me first, and got it wrong.
And this still ignores that I’ve been talking about encounters in improv games. This is something you’ve done consistently, no matter how many times I’ve talked to you about it.
Right. And don’t you think that certainty of the purpose of the encounter is kind of a key element here? That you have a purpose for it… so it is expected. So if the players don’t engage with it, you think of it as being bypassed.
Sure. If I’m improvising a game and I say there are tracks, and the players say “I don’t want to mess with whoever left those tracks” and make an effort to avoid them, then they avoided the encounter that would have happened.
As I have said before.
So I’ll ask
you: if you, in a no-prep game, tell the players “you see footprints”—maybe you’re hinting at future badness, maybe the players asked if they found any footprints, whatever—do you truly have zero thoughts about what could have caused them?
Note that I at no point said that thought had to be what ends up actually being the cause that the players will encounter, should they decide to follow the footprints. I have never said that.
I also don’t really care about what the gaming books
say you should do. The books can say all sorts of things. I’m asking what you
actually are thinking at the time you say there are footprints. That’s what’s important.
If you really, truly have zero thoughts when you hint at future badness, or whatever your game of choice calls it, and it doesn’t end up with your players getting annoyed at false clues, red herrings, or lolrandom results because there’s either nothing at the other end or what you make up doesn’t match what you initially said, then that’s great. I don’t get how you do it, but good for you.
I think this is flavoring your view of things. Which is fine… but maybe allow room for alternate points of view?
Which seems to be “I do this thing that in every way and in every other game would be an encounter, but I don’t think of it in those terms, therefore it’s wrong to call it that.”
Which, to me, is a very silly way of going about things. There are only so many ideas used in RPGs, and a tremendous amount of overlap in how they’re used. Games just give them different names so they stand out.