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  1. andreszarta

    Grade the Powered by the Apocalypse (PbtA) System

    Hi! I'm late to the party. I offer this post and, in particular call out my response in it, to provide a different view on the writer's room perceived feature that these games often get lumped with. Historically, there have been mentions of PbtA games resembling writer's rooms. While I'm...
  2. andreszarta

    Rolling under the stat expresses Baker's three insights

    Let me preface: This is a conversation starter; a distant cousin to Why do RPGs have rules? I seek more to learn than to preach. I don't think what I'm about to write is revolutionary by any means, but maybe you can see how some of the ideas here are original? This is like a first draft...
  3. andreszarta

    Why do RPGs have rules?

    Yup! With you 100%. No disagreement there. Not saying the outcomes outloud before the roll vs framing them before produces notable differences in gameplay. The expansion of the output space, though, like does it really dramatically change the play experience? Originally I was responding to...
  4. andreszarta

    Why do RPGs have rules?

    You said: You are saying that partial successes reduce the likelihood of a GM having to "manipulate things either behind the scenes or directly in order to keep things moving forward". Your statement already assumes a bunch of things about gameplay namely: That there is a thing that needs to...
  5. andreszarta

    Why do RPGs have rules?

    Cross-post, I didn't see your reply before I sent mine. Notice that in both cases you are still relying on the GM to adjudicate the result, and you still have a particular story thing that "needs to be moved forward" by someone. The nuance, you propose, is that the partial result may lessen the...
  6. andreszarta

    Why do RPGs have rules?

    Please elaborate. How is the experience different? Success with a cost? Sure, I think it's seen frequently as part of the "OC style play" that is primarily based in character concept affirmation which quite a popular way to play 5e these days. Do they outright SAY "We are playing with this...
  7. andreszarta

    Why do RPGs have rules?

    Do you find that moving from binary task resolution to tiered task resolution actually changes how that game is played? Like, qualitatively, is the game really that different? I bring this up because (and specially when these particular point revives a famous discussion from decades ago) in most...
  8. andreszarta

    Why do RPGs have rules?

    Following up on @Aldarc 's impulse to expose how this whole rules thing manifests in other play styles, let me also share something I ran into yesterday when reading LotFP: What is that third paragraph saying if not exposing a challenge-based perspective of the question of how we as players...
  9. Screenshot 2023-05-30 at 9.40.12 AM.png

    Screenshot 2023-05-30 at 9.40.12 AM.png

  10. andreszarta

    D&D 4E Reconciling 4e's rough edges with Story Now play

    I'm gonna gather my thoughts about this and respond this weekend!
  11. andreszarta

    Why do RPGs have rules?

    There is always negotiation in a game like D&D. Two scenarios (1) GM: You travel 5 days on your way to Appleshire, and as you arrive at the front gates... Player: Wait, we actually wanted to make a quick stop at Pebblebrook to talk to the Mayor about what we saw on the mine. GM: Ah! Ok, so you...
  12. andreszarta

    Why do RPGs have rules?

    This brings us back to one of the foundational theory posts that originated this thread, specifically this one. Sure, we can pretend that moment-to-moment assent is a given aspect in any social situation, specifically those that have to do with creative endeavors, and still be able to go on...
  13. andreszarta

    Why do RPGs have rules?

    I think that when you unpack "player facing game" or "traditional game" you reveal the very explicit design choices that are necessary to produce the specific kind of gameplay these two types produce. Who is allowed to say what in respect to the fiction is not a goal, but a necessary foundation...
  14. andreszarta

    Why do RPGs have rules?

    I don't know about this! I think a lot of modern mainstream design suffers precisely because there is not enough of this, despite it being something fundamental to anyone who has at least a mild exposure to formal user experience design. Some of the greatest and most well regarded designers do...
  15. andreszarta

    D&D General How much control do DMs need?

    Oh! It's just all of the things we discussed in Help Me Get "Apocalypse World" and PbtA games in general so many moons ago. At least when we look at it the MC's side of the equation. From the PCs side, I think this one tends to throw people off: An arresting skinner: when you remove a piece of...
  16. andreszarta

    D&D 4E Reconciling 4e's rough edges with Story Now play

    @Manbearcat, I'm still very interested to hear your thoughts with regards to Objective DCs and Story Now Play. Mostly to learn because its something I'm not fully grasping yet.
  17. andreszarta

    Why do RPGs have rules?

    I think this post from a friend of mine adds some interesting context to what @AbdulAlhazred said and to which I agree fully.
  18. andreszarta

    D&D General How much control do DMs need?

    This is reasonable to expect! I think what @pemerton is saying is that, to this day, there are no major outstanding rules uncertainties in AW, as any that have arisen before have been ironed out over the years through community discussions and revisions to the rules. Yes, @pemerton? Within a...
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