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    How Visible To players Should The Rules Be?

    I was thinking abut this objection to scene framing and the suggestion that the name takes you out of the fictional world. I do have a solution though, we could call it The Process of Fictional Ubiety Actualization. Which admittedly does sound cooler than scene-framing. We’d have conversations...
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    How Visible To players Should The Rules Be?

    Yes, and it’s a bit embarrassing I’ve been getting it wrong.
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    How Visible To players Should The Rules Be?

    Different strokes I guess. I use the phrase ‘disconnected mechanics’ all the time, despite the fact it was coined specifically to show why the games I play aren’t actually role-playing games.
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    How Visible To players Should The Rules Be?

    I agree. Or to put it REALLY charitably, 5E has many mechanics that can potentially bomb Narrativist play, caveat emptor.
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    How Visible To players Should The Rules Be?

    A lot of the Forge/story games crowd have had huge issues actually getting the style of game they want. The parts of the furniture are there in trad games but the assembly guide isn’t. So yeah, if you read The Burning Wheel you can back port the knowledge to 5E but you don’t get that knowledge...
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    How Visible To players Should The Rules Be?

    They didn't, they can request scenes but the GM has authority, same as in any game that has the kind of trad GM/Player split. If people are letting players actually frame scenes (rather than just saying I go here, or I see this person or whatever), then I'm not sure what to think. I've only ever...
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    How Visible To players Should The Rules Be?

    By itself it doesn’t. Whoever has the power to frame scenes has unilateral situational authority, and unilateral situational authority IS story authority. Well kind of, it’s more complicated than that. Here’s an extreme example: So a snippet from my post earlier in the thread: A player is...
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    How Visible To players Should The Rules Be?

    You should use it, it’s a really cool concept for thinking about some rpg stuff. A scene is a location, with people and things in it, and a relationship between the people and things. Scene framing is: How do you decide what location you are at, and what people and things are there, and what’s...
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    How Visible To players Should The Rules Be?

    Ah ok that’s interesting, one of the questions I was going to ask but didn’t was about exactly that. Like if there was a resource mechanic, something like: you can exert yourself to really think hard but you can only do it twice a before you need eight hours rest. I think you answered that...
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    How Visible To players Should The Rules Be?

    I think I get where you’re coming but I’m always going to have a suspicion that people are ok with knowledge checks because the first game they played when they were 14 had them. I think some old game stuff has had a kind of theoretical reassessment, where what seems to be really dumb on the...
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    How Visible To players Should The Rules Be?

    So I might over categorize things and with the usual caveats that these are fuzzy. I’ve noticed three kinds of loop amongst Gamists. A) Connected mechanics type risk assessment. When there is a mechanical overlay which aligns the player choice and character choice, then the knowledge you have...
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    How Visible To players Should The Rules Be?

    I’m one of the GNS faithful, I have a little shrine to Ron Edwards in my room and everything. When I’ve gotten deep into these types of conversations before I’ve found that everyone (almost) who declares they’re into immersion is actually a gamist. Now if you don’t believe in the GNS model then...
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    How Visible To players Should The Rules Be?

    Hmm. I think a lot of great role-playing techniques come from the fact you can commit to stuff without the knowledge of the other players. The most obvious being something like the plan of a Dungeon or the motivations/values of an NPC.
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    How Visible To players Should The Rules Be?

    If you’re interested in the various ways to make story, here’s a very brief overview., maybe so brief it won’t make a lot of sense. Plot centric trad. This is the type of advice you find in Vampire the Masquerade, a lot of adventure supplements, 2nd edition D&D and so on. It’s often conflated...
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    Critical Role's 'Daggerheart' Open Playtest Starts In March

    I agree with you and it’s why I think Daggerheart will end up getting rewritten. I don’t think the approach you describe scales well and the Crit roll cast have eight players. I also think that the meta-currency breaks the Dungeon World initiative style. Either you as GM ignore the...
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    Critical Role's 'Daggerheart' Open Playtest Starts In March

    Even if people don’t get super tactical, I think the system is flawed. They creating a genre based, combat heavy, action adventure game. I doubt most of the combat is going to be filled with highly consequential moral choices that illuminate character and pressure their values. So it’s just...
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    What makes a "bad GM" or a "bad player"?

    So I have a particular brand of ‘story now’ play that I approach most of my games with. Assuming the person would actually find that style fun, then I tend to have to teach a few things. What it means to create a story together (in this context) How to view a character in terms of priorities...
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    What Mechanics or Systems Do You NEED?

    I recently made the lightest game I could think of, for my style of play. It ended up being heavier than I thought. There’s no GM. Situation: Create at least 5 characters with tension between them. Probably no more than 7. Scene framing: Take turns framing the scene. No one else has input...
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    Why do RPGs have rules?

    PART TWO So this exact sequence could appear in both modes of play but here are the differences as I experience them. We’ve got all the characters on the board before play begins and are pretty constrained by them. Someone can’t just decide that aunt Daisy turns up (that would be expanding the...
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    Why do RPGs have rules?

    PART ONE Yeah. Note before I begin: I was going to try doing this without theory terms because they can muddy the water, that proved too hard, so if I use a theory term I’ll explain it as it pertains to this specific mode of play. So in collapse play what you as a group (including the GM) are...
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