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    Vincent Baker on mechanics, system and fiction in RPGs

    Not at all, given I explicitly made a hypothetical out of it. You can't deny the premise of the hypothetical like that. The new scene in the hypothetical game scenario =/= same scene from the film. You can't judge the hypothetical by making a non-sequitur about the movie. I'm the Bears...
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    Vincent Baker on mechanics, system and fiction in RPGs

    You're asserting without incontrovertible evidence what two different people think. Thats what an assumption is. Doesn't mean you can't draw conclusions, but you also can't assert what other people think. And I would know, given I don't always respect that to my own, Red Text themed detriment...
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    Vincent Baker on mechanics, system and fiction in RPGs

    Can also be said that the assertion that you can trace elements to some earlier game is pretty dismissive of the overall experience the new game delivers. There is no other, released game thats really doing what Hollows is in the way that it does it. That some elements might be similar to...
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    Vincent Baker on mechanics, system and fiction in RPGs

    (We would) I don't like negotiation period. Doesn't matter the game. Different aesthetics are different. I'm referring to the player's roll on part of a Move controlling other characters. If the Move is percieved as a direct action on part of the player, then it produces an aesthetic issue...
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    Vincent Baker on mechanics, system and fiction in RPGs

    I think you're making pretty drastic assumptions. We're talking about not abstracting all the elements that go into the interaction. That doesn't preclude nor exclude the capability to portray an irrational character.
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    What's Your "Sweet Spot" for a Skill system?

    You've probably never worked in a professional kitchen before if you think that kind of pressure isn't something professional cooks could handle.
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    Vincent Baker on mechanics, system and fiction in RPGs

    I use improv game as shorthand for the underlying mechanics that are shared between roleplaying and improv theater. Ie, as a game pattern. And given AW et al's focus on RPGs being a Conversation, well, that's what Improv Theater is, so while the word "improv" comes with a lot of baggage that...
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    Vincent Baker on mechanics, system and fiction in RPGs

    Generally speaking if you're in a scene you should already be feeling this just because of what the scene is. You don't need a dice mechanic to make a gun to the temple threatening, nor for that matter for the person being threatened to then respond accordingly respective to their own...
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    Vincent Baker on mechanics, system and fiction in RPGs

    Move design from my perspective contradicts that, however. And I could wrong but I can't help but think Baker at some point stated that you could just call out Moves; I've seen enough random quotes pulled out of the aether from him (I read lots of PBTA debates, and people always have quotes of...
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    What's Your "Sweet Spot" for a Skill system?

    I think you're a little too attached to the idea that the example the discussion is revolving around is your own. I can't speak for Crimson, but when I evoke the example Im doing so on a theoretical or even hypothetical level; I'm using it to illustrate an issue. At no point am I making a value...
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    What's Your "Sweet Spot" for a Skill system?

    It means the same thing it means in any context. If you don't get what Im saying, it isn't rooted in that word. Why do you believe you personally are under critique in the context of this comment chain? Tmk, Crimson hasn't levied any personal criticisms of you nor have I (at this time anyway)...
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    Vincent Baker on mechanics, system and fiction in RPGs

    The difference lies in the fact that Go Aggro is assuming the intent (and outcome) of what would be the equivalent of several actions in other games. The meta discussion results from having to decide if whatever happened prior to the Move being considered falls within whats assumed by the...
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    What's Your "Sweet Spot" for a Skill system?

    All of these produce different aesthetics, however, which is what you're not really acknowledging. The method makes a difference in how the outcomes are perceived, and the perception is then weighed against preferences. There isn't one true way, but people aren't wrong for not finding one way...
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    What's Your "Sweet Spot" for a Skill system?

    You can't really cook fast though; cooking takes as long as it takes. Unless you're willing to accept poor quality, but then we come to whether or not thats being modeled. And even then; you can crank the heat and scorch the hell out of a chicken breast to try to cook it quickly, but the middle...
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    What's Your "Sweet Spot" for a Skill system?

    Thats not necessarily true, at insofar as the statement 1+n=boredom goes. I think whats at the heart of that perception is feedback. The mechanic needs to produce meaningful feedback and that can be reduced considerably as more and more actions are required to complete the task. But that...
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    What's Your "Sweet Spot" for a Skill system?

    This is a conundrum I found gets solved by the Tension Pool (and similar). This cooking check would be considered Reckless, so it prompts a Complication roll. I've also come up with my own idea through my Exploration system, though its only for certain traversal related tasks. You'd receive a...
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    A thought about Social Mechanics

    Thats pretty unempathetic. Its one thing to disagree that the intended design doesn't produce the dynamic, but its another to just straight up deny the emotions resulting from that dynamic. As a game designer, its fine to take the exclusionary route and just say that how a person is playing...
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    A thought about Social Mechanics

    Something Id pose as a question, particularly to those that got incensed by this topic, if we just put away the idea of there problems with other games, is there an actual issue with the idea as presented, either in the OP or in the post where I break down how my game would incorporate it...
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    A thought about Social Mechanics

    Emergence doesn't rely on explicitly written rules. They're things that emerge from the game as designed. I really can't simplify that. Emergent gameplay isn't written into the game because it fundamentally can't be; it wouldn't be emergent if it was. Acting has nothing to do with anything...
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    Vincent Baker on mechanics, system and fiction in RPGs

    It doesn't actually say that. Yep. Nothing in the rules says otherwise. Particularly considering rolling a d20 is just to determine if you hit; damage is separate so even if we accept the premise you originally posted, that the declaration has to be before the damage roll, then this new...
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