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thefutilist's latest activity
T
thefutilist
replied to the thread
Generative resolution
.
That was me adding flourish. As a GM I'm throwing it back to the player because I assume he's going to kill the guard. he would be in...
Jan 26, 2026
T
thefutilist
replied to the thread
Generative resolution
.
Really on point post. The snipped bit is interesting because the origin of this discussion was me and @pemerton discussing Apocalypse...
Jan 26, 2026
T
thefutilist
reacted to
zakael19's post
in the thread
Generative resolution
with
Like
.
Yeah, actually this split between generative and position resolution is perhaps pretty distinct to the change between the core Blades in...
Jan 26, 2026
T
thefutilist
replied to the thread
Generative resolution
.
It’s really hard to create parity amongst different situations with different resolution mechanics and so I think the following is...
Jan 26, 2026
T
thefutilist
replied to the thread
Generative resolution
.
Yes but let me break it down further. If making a move on a miss means introducing a problem we could, very broadly, put the generation...
Jan 26, 2026
T
thefutilist
replied to the thread
Generative resolution
.
I want to rewind a bit. My issues with generative resolution are: One: Structural. How the generation of content relates to the...
Jan 25, 2026
T
thefutilist
reacted to
Crimson Longinus's post
in the thread
What Do You Think Of As "Modern TTRPG Mechanics"?
with
Like
.
Under your definition most of the time playing roleplaying games is not actually playing roleplaying games. To me that is blatantly...
Jan 24, 2026
T
thefutilist
reacted to
pemerton's post
in the thread
What Do You Think Of As "Modern TTRPG Mechanics"?
with
Like
.
A further complication: a lot of RPG rulebooks don't really spell all of this out in detail. They leave it as an exercise for the...
Jan 24, 2026
T
thefutilist
replied to the thread
What Do You Think Of As "Modern TTRPG Mechanics"?
.
A great many people have difficulty switching between different systems of resolution. For instance: You want to escape the guards and...
Jan 24, 2026
T
thefutilist
reacted to
Breaking Star Games's post
in the thread
Let's talk about "plot", "story", and "play to find out."
with
Like
.
Yeah, its interesting that I'd probably prefer a game with more emphasis on fixed beats like you see in a Firebrands Framework game...
Jan 23, 2026
T
thefutilist
replied to the thread
Let's talk about "plot", "story", and "play to find out."
.
Yeah it’s more an illustration than something I’d recommend. You can just take a resolution system and as long as you’re playing to find...
Jan 23, 2026
T
thefutilist
reacted to
pemerton's post
in the thread
Let's talk about "plot", "story", and "play to find out."
with
Like
.
I'm not sure what you mean by "what player choices or actions are curtailed?" I mean, the most straightforward answer is none. But...
Jan 23, 2026
T
thefutilist
replied to the thread
Let's talk about "plot", "story", and "play to find out."
.
At minimum you need: Some kind of organisational question which we’re answering The principle that you are actually playing to find...
Jan 23, 2026
T
thefutilist
reacted to
gorice's post
in the thread
Let's talk about "plot", "story", and "play to find out."
with
Like
.
To expand on this: someone (I think it was Ron Edwards) once said that an RPG needs to have some things that are fixed, and some things...
Jan 22, 2026
T
thefutilist
replied to the thread
Let's talk about "plot", "story", and "play to find out."
.
Slugblaster is a good example of a game that creates story but where the player doesn’t create story. Not in any meaningful way, they...
Jan 22, 2026
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